Showing posts with label Thyatis. Show all posts
Showing posts with label Thyatis. Show all posts

Saturday, 26 September 2026

Scenario #18: Foul Things Under Retebius - Lair of the Soul Breakers



This is a short adventure using the B/X rules and aimed at a character party of levels 3-5. It is set in Retebius in Thyatis, and is a follow-on to the post about chaos cults in the city. This is a dungeon adventure under the streets of Retebius, and I am assuming that the PCs have discovered that a chaos cult is using the sewers as their hideout through investigations and encounters around the city. Exactly how the PCs discover this is up to the DM - this adventure starts once the PCs drop down into the sewers.

About the Sewers

The sewers under Retebius are tubular, about 7’ radius on the inside and made of brickwork. They are never completely dry - there is a minimum of 1’ of filthy water in the sewers and after rainfall this can rise to 3’ (difficult for halflings to keep their heads clear). The sewers smell disgusting as would be expected - a lot of human waste, food scraps and animal droppings end up here. They are generally unlit - anyone venturing down will have to bring their own source of light. However, areas where human cultists live will be illuminated by fish-oil lamps or lanterns with a Continual Light spell cast on it. The openings to the actual lairs of the chaotic creatures are raised 2’ above the sewer floor and also slope up away from the actual sewers for a few feet so a raised sewage level will not overflow into the lairs.

As can be seen from the map there are sewers leading off the edges. Although whatever is down these fetid passages is not relevant to this adventure, nonetheless creative DMs may well add their own encounters elsewhere in the sewer system of Retebius.   

All inhabitants of the sewers and attached dungeon rooms, human or otherwise, should be considered hostile to intruders unless specifically stated otherwise.

Wandering monsters in the sewers (roll d10, number range after name is number encountered):

  1. Beetle, Giant Fire (1d6) AC 4, HD 1+2, hp 6, Mv 120’, THAC0 18, Att 1 bite for 2d4, Save F1, Ml 7, Align N, XP 15
  2. Carrion Crawler (1) AC 7, HD 3+1*, hp 15, Mv 120’, THAC0 16, Att 8 tentacles for 0+ paralysis or 1 bite for 1, Save F2, Ml 9, Align N, XP 75 (tentacle hit causes paralysis unless saved, paralysis lasts 1d4 turns).
  3. Cultist Guards (1d8), AC 5, Ftr1, hp 5, Mv 120’, THAC0 19, Att 1 weapon for 1d8, Save F1, Ml 8, Align C, XP 15, equipment: Chainmail, Battleaxe, Dagger, 3d6sp. These are human cultists patrolling the sewers in their cultist garb.
  4. Gray Ooze (1) AC 8, HD 3*, hp 13, Mv 10’, THAC0 17, Att 1 acidic slam for 2d8 + destroy armour, continuous damage after first attack, Save F2, Ml 12, Align N, XP 50. Acid attack destroys non-magical armour in 1 round, magical armour in 1 turn. Gray ooze sticks to the target after successful attack, causing automatic 2d8 damage/rnd. Immune to fire & cold.
  5. Lizard, Giant Gecko (1) AC 5, HD 3+1, hp 14, Mv 120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50
  6. Lizardman (1d3) AC 5, HD 2+1, hp 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25 (note that these lizardmen are unusual in being chaotic, not neutral alignment)
  7. Rats, Giant (2d6) AC 7, HD ½ , hp 3, Mv 120', THAC0 20, Att 1 bite for 1d3 + disease, Save NM, Ml 8, Align N, XP 5
  8. Skeletons (1d6+1, animated by cultists): AC 7, HD 1, hp 4 each, Mv 60’, THAC0 19, Att 1 weapon for 1d6 dam, Save F1, Ml 12, Align C, XP 10
  9. Stirge (1d4) AC 7, HD 1, hp 5, Mv 30', Fly 180', THAC0 19, Att 1 for 1d3 +drain, Save F2. Ml 9, Al N, XP 13. Drain causes 1d3 damage per round (automatically hits). Stirges get +2 to initial attack due to dive speed
  10. Toad, Giant (1) AC 7, HD 2+2, hp 11, Mv 90’, THAC0 17, Att 1 tongue (no damage but pulls creatures within 15’ to toad) or bite for 1d4+1, Save F1, Ml 6, Align N, XP 25
The keyed areas are split up into 5 main sections, each with their own senior cult member in charge. 
  • Orgolo's Domain (rooms 1-6)
  • Lizardmen and Melhania's Domain (rooms 8-13)
  • Melbeek's Domain (rooms 14-16)
  • Raeshad's Domain (rooms 17-22)
  • Troglodyte Domain (rooms 23-26)

Key to the map


1) Guard post - This room holds 4 skeletons + 1 chaotic acolyte (Clr2). They attack intruders on sight.
Skeletons: AC 7, HD 1, hp 4 each, Mv 60’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 12, Align C, XP 10
Chaotic Acolyte: AC 4, Clr 2, hp 5, Mv 90’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purse with 32sp. Spells: Darkness (rev of Light))

2) Supplies: This room is filled with boxes and barrels of foodstuffs, including dried fruit, dried bread and barrels of wine and beer, most of which has been stolen or looted from townsfolk.

3) Chapel of Chaos - 1 Chaotic priest (Clr3) + 2 chaotic acolytes (Clr2). Towering over the north wall of this unhallowed place is a demonic statue, crude and non-magical but still scary. Kneeling in front of it, contemplating the nature of Chaos, is one of the leaders of the cult, Gemella the Brutal, and two of her acolytes. The chapel is lit by a silver candelabra worth 300gp.
Gemella the Brutal (Clr3 human female) is responsible for recruitment and training of new human cultists. She is considering approaching some gladiators in the city.
Chaotic Priest (Gemella the Brutal): AC 2, Clr 3, hp 12, Mv 60’, THAC0 18, Att 1 weapon for 1d6+1 or spell, Ml 10, Align C, XP 50 (Equipment: Plate mail, Shield, Mace, Unholy symbol, Potion of Levitation, purse with 34gp, 12sp + pale blue zircon gem worth 50gp, Spells: Command, Cure Light Wounds).
Chaotic Acolytes: AC 4, Clr 2, hp 6, 8, Mv 90’, THAC0 19, Att 1 weapon for 1d6+1 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purses with 20sp & 16sp. Spells: Darkness (rev of Light) or Cure Light Wounds)

4) Kitchen. In here is a Chaotic warrior (Ftr2). This room has lots of pots, pans, knives and other utensils hanging on the walls or sitting on wobbly crude shelves. There is a wooden stove where a pot of mysterious stew is cooking. The chaotic warrior is the cook for the cult and he wields a large meat cleaver (treated as a sword).
Chaotic Warrior: AC 5, Ftr 2, hp 10, Mv 90’, THAC0 18, Att 1 weapon for 1d8+1, Ml 10, Align C, XP 20, (Equipment: chain mail, meat-cleaver (treat as sword), unholy symbol, 40sp).

5) Quarters of the Chaos Curate (Clr5). This room is well-appointed with a comfy bed, table, chair and desk (all looted from the town above). Underneath the bed is a loose flagstone with a sack of treasure (2630gp, 3200sp, 1 bejeweled silver dagger worth 250gp (still effective against lycanthropes and wights)).
Orgolo the Foul (Clr5 human male) is the leader of the cult and the most powerful cleric, and is primarily responsible for animating the undead in the sewer.
Chaos Curate (Orgolo the Foul): AC 1, Clr 5, hp 17, Mv 60’, THAC0 15, Att 1 weapon for 1d6+2 or spell, Ml 12, Align C, XP 300 (Equipment: plate mail, shield +1, mace +1, unholy symbol, amulet of animation (see below) Spells: Hold Person, Bane (rev. of Bless), Darkness, Cure Light Wounds)

6) Dormitory + 2 chaotic guards (Ftr1). This dorm is filled with 6 bunk beds (for up to 12 humans). The guards here have a 50% chance to not wear their chain mail (AC 9 instead of AC 5), unless they have advanced warning of enemies approaching. 
Chaotic Guard: AC 5, Ftr 1, hp 5, 7, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 7sp & 10sp).

7) Guard post - 3 zombies + 1 chaotic acolyte (Clr2) guard this room and will attack anyone they don't recognise. The acolyte can give the zombies basic orders. 
Chaotic Acolyte: AC 4, Clr 2, hp 7, Mv 90’, THAC0 19, Att 1 weapon for 1d6 dam, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, mace, unholy symbol, purse with 25sp. Spell: Command)
Zombies: AC 8, HD 2, hp 9, 7, 4, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

8) Guard Post - 2 chaotic guards (Ftr1) + 1 lizardman
Chaotic Guard: AC 5, Ftr 1, hp 5, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purse with 14sp, 16sp)
Lizardman: AC 5, HD 2+1, hp 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

9) Lizardfolk bedding/nest - 3 lizardmen. This is the heart of the lizardfollk quarters in the sewers and is filled with piles of dirty straw. The three lizardfolk here will attack. 
Lizardman: AC 5, HD 2+1, hp 9, 8, 5, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

10) 1 chaotic warrior (Ftr2) + 2 chaotic guards and 6 beds for humans. This is another quarters for human rank and file of the cult including cult acolytes and guards. The chaotic warrior and guards each have a 50% chance of not wearing their armour (AC 9 not 4) here unless they have warning of approaching enemies. 
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 25 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purse with 10sp).
Chaotic Guard: AC 5, Ftr 1, hp 5, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purse with 14sp, 16sp)

11) 1 chaotic swordswoman (Ftr3) and pet giant ferret. This room also has her bed and a table. She wears her treasure - 2 non-magical necklaces worth 125gp and 150gp and 3 non-magical rings worth 50gp, 75gp and 85gp respectively 
Melhania the Huntress (Ftr3 human female) is the main raid leader of the cult and is most familiar with the city above ground. She occasionally travels the city in daylight, dressed as an adventurer and acting the part.
Chaotic Swordswoman (Melhania the Huntress): AC 3, Ftr3, hp 16, Mv 90’, THAC0 16, Att 1 weapon (sword) for 1d8+2 or 1 arrow for 1d6, Ml 10, Align C, XP 35 (Equipment: Chain mail +1, Sword +1, longbow, 20 arrows, quiver, unholy symbol.)
Giant Ferret: AC 5, HD 1+1, hp 6, Mv 150’, THAC0 18, Att 1 bite for 1d8, Save F1, Ml 8, Align N, XP 15

12) Lizardman leader (4HD) + pet giant gecko. In the corner of this room is a sack with 620gp +1400sp, the accumulated wealth of these chaotic lizardfolk.
Lizardman leader: AC 5, HD 4+2, hp 17, Mv 120’, THAC0 16, Att 1 weapon for 1d8+1, Ml 10, Align C, XP 125 (Equipment: Battleaxe)
Giant gecko: AC 5, HD 3+1, hp 14, Mv 120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50

13) Guard post - 2 lizardmen
Lizardmen: AC 5, HD 2+1, hp 11, 10, Mv 120’, THAC0 17, Att 1 weapon for 1d6+1, Save F2, Ml 12, Align C, XP 25

14) 4 skeletons + 2 zombies
Skeletons: AC 7, HD 1, hp 3, 3, 5, 7, Mv 60’, THAC0 19, Att 1 weapon for 1d6, Save F1, Ml 12, Align C, XP 10
Zombies: AC 8, HD 2, hp 11, 5, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Save F1, Ml 12, Align C, XP 20

15) 1 chaotic vicar (Clr4) + 2 zombies. This room has a bed, a table and a chest. Inside the chest is Melbeek’s treasure (120gp, 1100sp and a spherical carnelian gem worth 100gp).  
Melbeek the Sadistic - (Clr4 human male) speaks the languages of Lizardfolk and Troglodytes, and as such is important in keeping the reptilian hired muscle under control.
Chaotic Vicar (Melbeek the Sadistic): AC 3, Clr 4, hp 20, Mv 120’, THAC0 16, Att 1 weapon for 1d6+1 or 1 spell, Ml 10, Align C, XP 125 (Equipment: Chain Mail +1, Mace +1, Shield, Unholy Symbol, Potion of Gaseous Form; Spells: Cure Light Wounds, Darkness, Hold Person)
Zombies: AC 8, HD 2, hp 8, 11, Mv 120’, THAC0 18, Att 1 weapon for 1d8 dam, Ml 12, Align C, XP 20

16) Shrine of Chaos + 2 ghouls. This unlit room has a 3’ tall pedestal on which there is a blackened skull. This was the head of a powerful champion of Chaos from a long time ago and it still retains mystical properties. Any chaotic character who touches it with reverence will receive a Bless spell that lasts for 1d4+1 hours. Any chaotic character who touches it without caring about it will be the subject of a Quest spell (saving throw allowed) that compels them to aid the cause of Chaos in some way. If a neutral character touches the skull, it emits a loud scream and the character is affected as if by a Fear spell (save vs spells at -2). Any Lawful character touching it both triggers the loud scream and Fear spell plus must make an additional saving throw vs spells or suffer the effect of a Bane spell for 1d4+1 hours. The ghouls will attack anyone not wearing an unholy symbol of Chaos.
Ghouls: AC 6, HD 2, hp 5, 4, Mv 90’, THAC0 18, Att 2 claws/1 bite for 1d3/1d3/1d3 + paralysis (save vs paralysis, lasts for 2d4 turns), Ml 9, Align C, XP 25

17) Guard post - 4 chaotic guards (Ftr1)
Chaos Guard: AC 5, Ftr 1, hp 8, 6, 3, 3, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol)

18) Chaotic Hero, Raeshad the Unforgiven (Ftr4) + 2 chaotic warriors (Ftr2). This room is Raeshad’s quarters and has his bed, table and collection of weapons. Under his bed is a locked wooden chest (the key is around Raeshad’s neck) that contains 950gp, 1500sp and four tourmaline gems worth 100gp each.
Raeshad the Unforgiven (Ftr4 human male) is the most senior fighter in the cult and as such maintains command (or at least intimidation) over the other chaotic fighters.
Chaotic Hero (Raeshad the Unforgiven): AC 2, Ftr4, hp 24, Mv 60’, THAC0 17, Att 1 sword for 1d8+2, Ml 10, Align C, XP 125 (Equipment: plate mail, Sword +1, shield, unholy symbol, key to treasure chest under bed)
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purse with 26sp & 22sp).

19) Armoury & training room - 2 chaotic guards (Ftr1) + 2 chaotic warriors (Ftr2)
Chaos Guard: AC 5, Ftr 1, hp 6, 4, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 15sp & 13sp)
Chaotic Warrior: AC 4, Ftr2, hp 12, 10, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, purses with 16sp & 25sp).

20) Bunks & beds for humans, currently uninhabited. 

21) Guard post - 2 chaotic guards + 1 chaotic warrior + pet giant gecko
Chaotic Guard: AC 5, Ftr 1, hp 3, 5, Mv 90’, THAC0 19, Att 1 weapon for 1d8, Ml 10, Align C, XP 15 (Equipment: Chain mail, battleaxe, unholy symbol, purses with 11sp & 10sp)
Chaotic Warrior: AC 4, Ftr2, hp 9, Mv 90’, THAC0 18, Att 1 weapon for 1d6+1, Ml 10, Align C, XP 20 (Equipment: chain mail, shield, sword, dagger, unholy symbol, 20sp & 22sp).
Giant gecko: AC 5, HD 3+1, hp 14, Mv120'/climb 90', THAC0 16, Att 1 bite for 1d8, Save F2, Ml 7, Align N, XP 50

22) Pit (10’ deep) with 1 gray ooze & fake treasure chest at the far end on a ledge at floor level. Anyone falling into the pit suffers 1d6 damage and is attacked by the ooze. The pit is used for disposing of dead bodies the cultists consider too risky to allow to float around in the sewers.
Gray ooze: AC 8, HD 3, hp 15, Mv 10’, THAC0 17, Att 1 slam for 2d8, Save F2, Ml 12, Align N, XP 50 After the first hit, the ooze sticks to its victim, automatically destroying any normal armor and continuing to inflict 2d8 points of damage each round.

23) Troglodyte guard post with 2 troglodytes
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

24) 3 troglodytes + nesting material
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

25) 3 troglodytes
Troglodyte: AC 6, HD 2, hp 5, 10, Mv 120’, THAC0 18, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F2, Ml 9, Align C, XP 25

26) 1 troglodyte leader + pet giant toad. The troglodyte leader has a leather sack hanging from the wall that contains the troglodyte band’s treasure: 26pp, 600gp, 2500sp and a Scroll of Protection from Lycanthropes.
Troglodyte leader: AC 6, HD 3, hp 12,THAC0 17, Att 2 claws/1 bite for 1d4/1d4/1d4 + stench, Save F3, Ml 12, Align C, XP 50
Giant Toad: AC 7, HD 2+2, hp 12, Mv 90’, Att 1 bite for 1d4+1 or 1 tongue for special, Save F1, Ml 6, Align N, XP 25

New Magic Item

Amulet of Animation. This dark amulet pulses with chaotic evil auras. Any chaotic cleric can use it to animate undead (as per the spell), animating a new corpse once per day. The cleric can control and maintain 2 animated undead per level (thus a 5th level cleric can control 10 skeletons or zombies using this amulet). Beyond that the cleric must decide whether the excess undead are left to roam freely (out of his control) or else deanimated (collapsing back as dead corpses). The amulet is useless in the hands of any other character class. If a lawful cleric holds onto this amulet, they suffer apathy and lethargy that causes -1 penalty to hit and -1 to saving throws.

Saturday, 5 September 2026

Foul things under Retebius: The Two Cults of Chaos

The city of Retebius, in northeast Thyatis, is a busy city of 16,000 souls.Most of them are decent enough, law abiding and living their lives. There are of course the criminal elements, which the authorities are always trying to catch and suppress. And then there are the followers of Chaos, those who are wicked, desperate or insane enough to throw their lot in with the forces of evil and damnation. They gather around two main cults in Retebius, the Wavy Blade and the Soul Breakers.

The Wavy Blade 

The Wavy Blade has 10 members as fully dedicated cultists plus 20 hired help, and started in Retebius about 70 years ago (around the time Korobdor mansion was attacked and the survivors fled to Retebius).

The dedicated cultists are nihilistic haters of civilization and would like to see Retebius burn, as long as they don’t get caught. Caution and self-preservation are useful attributes in this secretive cult.The hired help are just greedy and cynical, and will generally do what they are paid to do. The acknowledged leader of the Wavy Blade is Zeshin Silverbrow, with Baelforg Korobdor as the deputy. They have a cell-like structure inasmuch that the hired help often only know their immediate paymasters in the cult. When all the dedicated members meet, they wear cloaks and masks, though those who have been in the cult for a while will usually find out who the others are.

In terms of monstrous muscle, the cult relies on animated dead controlled by the senior cultists. There are also a pack of harpies who do not live in the city but fly in from remote islands off the eastern coast of Thyatis. Rooftop meetings at midnight typically happen every waning crescent moon where the cultists strike deals with the harpies.

The full members of the cult are: 
  • Arrafan Herria - MU4, assistant mage 
  • Baelforg Korobdor - Clr5, exiled nobleman 
  • Maechell - Th4, barmaid in Shield of Honour Inn 
  • Mortellia Korobdor - Ftr4, exiled noblewoman 
  • Reshtivan - Ftr4, adventurer and mercenary 
  • Captain Ursain - Ftr5, Captain in the city guard 
  • Tavronell Shorebreeze - Th5, ship’s captain and occasional pirate 
  • Therabaid Bluehammer - Dw4, Jewelcrafter & member of the dwarf council 
  • Tormbol Highpick - Dw4, dwarf legal clerk at law court 
  • Zeshin Silverbrow - Clr6, Merchant 
All are of chaotic alignment but are capable of hiding this from casual observation - they prefer to blend in with the rest of the cityfolk.

The hired help include 7 guardsmen (courtesy of Captain Ursain), 3 members of the local thieves guild and some of the less reputable adventurers and mercenaries who hang around Retebius looking for work.

The Wavy Blade does not have a classic secret lair but uses the members’ houses instead. This is less dramatic but much more civilized and convenient. Baelforg Korobdor’s home has a locked cellar in which he has a shrine to his dark patron, and this is where both high-level discussions and nastier, more brutal rituals take place, but there is just the one room in the cellar, and no monsters or traps guarding it.

The activities of the Wavy Blade mostly revolve around undermining the city by posting notices with false accusations against lawful members of the city, by slowing down or derailing the process of justice (Tombol Highpick’s specialty) and making trade difficult and expensive. Occasionally the cult will do something drastic like assassinating an official or burning down an important building but they will always try to pin the blame on other folks (such as the thieves guild or reckless adventurers, nicknamed ‘Murder Hobos’). The Wavy Blade cultists may believe wholeheartedly in chaos and the downfall of civilization but they have no intention of dying for their cause. They will justify this to each other by saying that staying alive means they can continue to cause trouble and advance the cause of Chaos for another 70 years.

Other activities include protecting their secrecy and recruiting new members (often using the hired help status as a testing stage before becoming fully initiated). As well as contact with a band of harpies, the cultists are believed to have chaotic allies in the mountains to the north on the border with Ylaruam. 

The Soul Breakers 

Activities - Brutal murders & expanding their base in the sewers, robbery to acquire supplies & money, causing terror in townsfolk

Members - 20 members including the 5 seniors listed below, plus various monstrous allies and mercenaries.  

  • Raeshad the Unforgiven (Ftr4 human male) is the most senior fighter in the cult and as such maintains command (or at least intimidation) over the other chaotic fighters. 
  • Melhania the Huntress (Ftr3 human female) is the main raid leader of the cult and is most familiar with the city above ground. She occasionally travels the city in daylight, dressed as an adventurer and acting the part. 
  • Orgolo the Foul (Clr5 human male) is the leader of the cult and the most powerful cleric, and is primarily responsible for animating the undead in the sewer. 
  • Melbeek the Sadistic - (Clr4 human male) speaks the languages of Lizardfolk and Troglodytes, and as such is important in keeping the reptilian hired muscle under control.  
  • Gemella the Brutal (Clr3 human female) is responsible for recruitment and training of new human cultists.  She is considering approaching some gladiators in the city. 

The statistics and descriptions for these villains are in a scenario I will be detailing shortly, as they have made their lair in the sewers and are usually found there.

Whereas the Wavy Blade are subtle, the Soul Breakers are violent and terrifying. They are far more likely to show their true colors and will frequently attack civilians if they can get away with it. Their general strategy is to cause panic and fear in the city of Retebius and hopefully drive the citizens away, allowing the forces of Chaos to take over the city. The human members of the Soul Breakers despise the law, and want to break it as openly and shockingly as possible - murder, robbery and arson are typical activities.

As well as human members, the Soul Breakers also have a band of troglodytes and chaotic lizardmen who live in the sewers with them, and the chief cleric Orgolo the Foul has animated various zombies and skeletons to bolster their forces, with instructions to attack any humanoids not wearing unholy symbols of Chaos. 

Events, Situations and Hooks

The remains of a junior cleric of Law are found on a rooftop. He was investigating activities of the Wavy Blade so the members asked the harpies to take care of him. However, before he died, he confided to his clerical brethren about his suspicions of a cult of Chaos in Retebius colluding with harpies and other chaotic creatures. Also witnesses did not see anything but heard strange, enchanting singing the previous night.

A human chaos cultist (a male warrior) from the Soul Breakers has been found dead in the street at dawn. His tattoos and unholy symbol clearly show his allegiance. The previous night he and two of his fellows made the mistake of trying to mug and murder Baelforg Korobdor who used chaotic clerical powers to slay this cultist and drive the other ones off. Baelforg has informed the rest of the Wavy Blade cult that he suspects another chaotic cult has set up in Retebius, though the Soul Breakers do not yet realise they have rivals already in town - they simply encountered a target who defended themselves with magic. 

A patrol of the city watch was too late to stop a citizen being murdered in an alleyway but pursued the perpetrators (who appeared human) until they lost them. As far as the city watch is concerned the assailants disappeared into thin air but one member of the pursuing watchmen reckons the murderers went down a drain into the sewers. When the officer responsible for the sewers (Corporal Mermivar) was asked, she gave assurances that the sewers were not suitable for a criminal hideout.

One of the warehouses near the docks has been looted and burned. A symbol of Chaos has been painted onto the walls in red paint, and hundreds of golds worth of merchandise stolen. This has sent the merchants into a panic, demanding that the city authorities and the city watch protect their businesses. This was actually the work of the Thieves’ Guild who are now fencing the stolen goods, in revenge for the death of one of their members at the hands of the Soul Breakers.

A fisherman rowing past the sewer outlet on a moonlit night swears he saw lizardmen emerging from the outlet. He did not stay around but rowed away as fast as possible. But that same night a farmer in a nearby hamlet says that three of his sheep were stolen, with reptilian tracks around his farmyard and heading back to Retebius.






Saturday, 9 May 2026

Traders of Jaboor

source

Jaboor is a trading town on the east coast of the Emirates of Ylaruam and as such many of its more important and colourful characters are merchants of various types. 

Nabil Paranthi 

Ftr5/Mer2, human male, age 65, align Neutral

Str 12, Int 16, Wis 14, Dex 9, Con 11, Cha 14

Nabil is a native of Jaboor and also patriarch of House Paranthi. As such he finds himself at the forefront of dealing with the faction of over-zealous town guards known as Al-Fassaad. He is fed up with oppressive religion and will refuse to trade in the holy city of Abbashan and is not afraid to use his money and own influence to curb the growth of Al-Fassaad. He personally prefers trade with both Thyatis and Alphatian merchants on the Isle of Dawn. He specialises in food, including fruit, vegetables and grain. He has dabbled in trading in wines and beers but he knows that this could get him into even more trouble than currently. He does a thriving trade in coffee, but even with that some religious conservatives think that this dark brown brew is a mind-altering substance and could be addictive. Nabil Paranthi has refused to compromise here and intends continue to trade in coffee. 


Ressinik Shallowkeel 

Ftr5, human male age 45, align Neutral 

Str 15, Int 12, Wis 10,  Dex 13, Con 13, Cha 14

Ressinik is an Ostlander and has been sailing the Sea of Dawn since childhood. He shifted away from viking raiding to mercantile trade in his 20s and has become quite a businessman, though he keeps his battleaxe nearby at all times. He takes his ship (The Triton’s Triumph) all over the sea of Dawn including the Northern Reaches, Ylaruam (especially Jaboor), the Isle of Dawn and the eastern coast of Thyatis. He has recently stopped trading in Landfall after the invasion of the Heldannic Knights but is now considering trade expeditions to Oceansend. He often recruits new crew who want to move away from a life of crime and find a more peaceful way to make money. He tends to trade in weapons and armour but is versatile and open to other trading opportunities. 


Naanfaelin 

Elf6, elf male, age 340, align Lawful

Str 11, Int 15, Wis 12, Dex 13, Con 11, Cha 12 

Naanfaelin is a recent convert to the Eternal Truth and feels that Jaboor is where he belongs. He comes from the Minrothad Isles and is a Sea Elf, and grew up sailing the northern Sea of Dread from Thyatis City to Jaipur in Sind. He has had a go at piracy and knows the dark side of Ierendi, and even has some contacts in the dangerous port city of Vlaad. However, about a year ago he had a realisation that he was not happy about who he was becoming and decided a radical change of direction, and the Eternal Truth offered a way that Naanfaelin knew was right for him. 


Tarentius Altacor 

Ftr7/Mer3, human male, age 40, align Chaotic

Str 13, Int 14, Wis 12, Dex 15, Con 10, Cha 14

Tarentius is a Thyatian merchant who plies the eastern coast of Brun from his home town of Retebius to Oceansend. He has a polite and friendly exterior but he is ruthless and amoral, doing whatever it takes to make money and protect his business. As with many Thyatians he is capable of duplicity and fraud though he only does outrageous and illegal moves if he is certain he won’t see the target again - for regular suppliers and buyers he needs to maintain a certain trustworthiness. He has dabbled in slave trading (particularly around Ostland and Thyatis) but he deals in a broad range of merchandise including weapons, rare animal parts, fencing pirated loot and illicit drugs including Zzonga fruit from Alphatia. Despite his alignment he is dismissive of the Cult of Chaos (he is far more secular and focused on the here and now) and also once someone proves a worthy crew member on his ship, The Soaring Albatross, he is quite loyal and protective of them. This goes both ways and his established crew respect and fear him. 


Fezzika Daltanpur 

F4/Mer2, human female, age 55, align Lawful

Str 10, Int 12, Wis 13, Dex 12, Con 12, Cha 13

Fezzika is an inland trader and native Ylari who regularly visits Abbashan. Fed up with Al-Fassaad and would prefer to deal with other towns. Fezzika is considering establishing caravan routes across the desert to the south to trade with Hedjazi, Kuznetz and Ctesiphon, bypassing the holy city altogether. However, she also recognises that farmers around the Abbashan oasis produce good food and she is reluctant to abandon this supply of merchandise.  Trading with such farmers outside the city walls would be risky and considered tax evasion by the city rulers but Fezzika is still toying with the idea. 


Dantalla the Swift 

MU13, human female, age 53, align Neutral

Str 8, Dex 10, Con 13, Int 17, Wis 12, Cha 14

Dantalla is a former adventurer of Darokin who in the course of her explorations has acquired a magic flying carpet of unusual size. Dantalla’s carpet is 15ft x 15ft and can carry up to 1000lb of passengers and cargo. Thus she has put it to use ferrying people and small, high-value goods around the Emirates. She typically trades in incense, naptha, silks, gemstones, perfumes and rare books, and passengers willing to pay 100gp per travelling day. She is quite capable of casting powerful spells, and these days it is to fend off aerial monsters. She has become quite familiar with the Emirates of Ylaruam, having lived and worked here for 12 years. Although she does sometimes travel abroad she tends to stay within the Emirates. Being a foreigner, a female and magic-using sorceress she has encountered suspicion and prejudice - however, these days she has a number of trusted contacts in different towns and cities who are happy to do business with her, and she completely avoids the Holy City of Abbashan and anyone else who is more trouble than they are worth. 


Dornihaali Aalsta

MU4, human female, age 30, align Neutral

Str 12, Int 16, Wis 12, Dex 14, Con 8, Cha 14

Dornihaali is a native of Jaboor but half-Alphatian. Her father is an Alphatian mage who lives in Dunadale on the Isle of Dawn while her mother is a cosmopolitan Ylari in Jaboor. She has recently been hassled by members of Al-Fassaad, partly because of her parentage and partly because of her magic-use. As such she has recently become friends with Nabil Paranthi thanks to their mutual problem of Al-Fassaad.  She has also been approached by an Alphatian mage looking for people to gather information about Jaboor, its trade, politics and military and anything involving Thyatian activity. After asking her father about this mage, it turns out he was involved in Alphatia's Imperial spy network, and so Dornihaali agreed to help out the Alphatians. At the moment this is merely a matter of keeping an eye out in Jaboor and she is not ready to take serious risks - Dornihaali considers herself a merchant first and foremost, with intelligence gathering being more of an occasional favour for her father. She also trades between Jaboor and the Isle of Dawn, usually bringing fine timber into Jaboor and taking fruits and spices back to West Portage on her ship The White Porpoise. 


Galbi Ironhoof

Centaur Male, age 35, align Neutral

Str 16, Int 12, Wis 10, Dex 9, Con 14, Cha 13

Galbi is probably the most unusual looking trader in Jaboor bazaar, but he is respected and trusted by other established traders. He comes from a band of centaurs that roams the desert of Ylaruam near the coast and he still visits his home tribe. He has also become a regular trader with the nomads of the desert (both human tribes and other races) and has a knack for finding them in the vast desert. He is very wary of ships and as such he only trades inland. 




Friday, 5 December 2025

The Selenica Co-operative

 

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The Selenica Co-operative is a network of merchants who have agreed to work together to stay in business and protect themselves and their goods. As the name suggests, the group is centred on Selenica in eastern Darokin and as such is on a crossroads between various nations including Karameikos, the Five Shires, Ylaruam and Rockhome. The merchants are all travelling traders, moving goods and money around between cities and countries, and generally do not maintain static shops, though they often trade with those that do. 

The four main functions of the cooperative are

  1. Mutual defence. Members of the co-operative will often band together into large and well-guarded caravans when travelling to the same destination, or at least travelling the same road for a distance. Given how dangerous some of the mountain passes and hills can be, this is a sensible precaution. Bandits and monsters are less likely to raid a large caravan than a sole trader. 
  2. Trade and financial information. There is a general understanding in the co-operative that news about trade and economics is important for finding the best deals and avoiding difficulties. As such members of the cooperative will tell each other about the ebb and flow of commodities, the activities of rivals who might compete with the cooperative, and laws and taxes in the places the cooperative might do business.
  3. Avoiding competing with each other. Merchants don't like cutting prices simply because somebody else is selling similar wares cheaper. Although there is some disagreement and arguing within the co-operative, it is considered a safe place to sort out potential rivalry and help merchants find alternative markets. 
  4. Loans at reasonable rates of interest. Admitedly what counts as reasonable can be subjective, but as long as both lender and borrower are in agreement, this has kept various merchants solvent and in business when they might otherwise have been ruined by the ups and downs of life as a travelling merchant.
Darokin is a land famous for its merchants including the great merchant houses that employ dozens or even hundreds of workers, and a head of the house overseeing all of its business, with junior merchants often acting under instruction. The Selenica Co-operative is far less hierarchical, and all members are at least in principle equals (though richer members are more equal than others). Each merchant in the co-operative is considered an independent trader looking after their own business and making their own deals. Most members are from Darokin but in the fifty years since it started in Selenica, more merchants from other places have joined, including:
  • Ylaruam. This includes Parsa and Ylaruam City. The co-operative avoids Abbashan as they have had bad experiences with the theocracy there. In Cinsa-Men-Noo there is Maerell Dhambor, who is not a member but has had friendly dealings with the co-operative. 
  • Karameikos, including Specularum, Kelvin and Penhaligon. Specularum is also a trading port for members who wish to trade further across the sea. In Penhaligon there are two members - Beltorphix and Maddrasso.  
  • Rockhome. Though there are great opportunities to trade between Darokin and Rockhome, currently the only safe route through the mountains is into Ylaruam’s Parsa and then north through the Ust-Urt valley and through Karrak Castle. Nonetheless, merchants of the co-operative consider this long way round to still be worthwhile and in Greenston there is Meribidus Silverbrow   
  • Athenos in the south of Darokin is the nation’s main port, and as such many merchants will either sell to foreign merchants here or else hire ships to trade overseas. 
  • Corunglain in the north of Darokin is both a large city of customers and also the jumping off point for merchant caravans braving the dangerous routes to Glantri and Ethengar. There are several members of the co-operative based here. The mutual defense clause of membership is frequently invoked and the co-operative makes sure that caravans heading north into the Broken Lands are as well protected as they can afford to be. 
  • Ierendi City. Note that the members are quite cautious about trading here - the city itself may be safe but the surrounding seas are patrolled by pirates from Vlaad. No sane member of the co-operative will trade actually in one of Ierendi’s pirate ports. 
  • Thyatis City and Kerendas. The Empire of Thyatis is a great opportunity for trade, and the co-operative has several merchants based there. Goods will often be loaded onto a ship at Specularum and make the short trip past Minrothad. 
  • No direct trade with Minrothad City occurs, primarily because of the Minrothad Guilds’ policies and insistence on maintaining a near-monopoly in their homeland. But sometimes Minrothad merchants will trade with members of the co-operative either in Kerendas or Specularum. 

The Selenica Co-operative is quite open-minded about its membership. A certain level of trustworthiness is required, so no theft from or assaulting other members is tolerated. Fraud and getting into trouble with law enforcement is likewise frowned on, and slandering other merchants (especially those within the co-operative) is discouraged. These basic rules mean that most of the cooperative are Lawful or Neutral in alignment - Chaotic types tend not to fit into the co-operative’s ethos. However, a range of races and nationalities are represented, and female merchants are welcome as well. This is primarily a matter of professionalism - the ability to do business and make money is the most respected attribute. 

Although not hierarchical, the co-operative does have leadership of sorts in the form of the Board of Directors, who are the 9 most senior or wealthy merchants in the co-operative who are asked to set the rules, welcome or expel members and deal with disputes between members. Although there is a certain amount of political manoeuvring both by those on the board and those seeking to ascend to the board, it does generally work fairly well, partly because of the ever present competition of the big merchant houses.  Those on the board who are particularly selfish, incompetent or greedy will find themselves outvoted on decisions and possibly voted off the board if the other eight directors would rather have someone different. Nonetheless, the board has run into trouble when one or more directors have been magically influenced (usually involving Charm or Suggestion spells) and there was one period when a rival major merchant houses was using a mage to scry on the board of directors meetings. 






Friday, 15 November 2024

The Pearl Islands as Mystara’s Mythic Japan

This is a big deviation from the published canon of Mystara, perhaps more than what I have done with Ierendi. The Pearl Islands, as described in Dawn of the Emperors, are based on Polynesia and other south Pacific islands. This is nice but I find it not particularly inspiring - maybe this is a bit harsh. But there is also a longing in me for samurai, ninjas and fighting monks. The Pearl Islands seem like a suitable place to place these in Mystara. And with Ochalea being based on mythic China right next door the old rivalry and interaction between the two can be a source of tension and adventure. 

Political Overview

The Pearl Islands are still subjects of the Emperor of Thyatis and they contribute troops and money to their imperial overlord. There was originally an Emperor of the Pearl Islands but he was slain during an invasion by Thyatian troops. The Pearl Islands are now ruled by the Shogun, traditionally the second-in-command to the Emperor, and these days the governor of the Pearl Islands on behalf of the Emperor of Thyatis.

The Pearl Islands other major international relationship is with Ochalea to the west. The Pearl Islanders have a rivalry but also engage in trade, diplomacy and some cultural mixing. The Pearl Islanders sometimes view the Ochaleans as weak, cowardly and underhand while the Ochaleans view the Pearl Islanders as aggressive, arrogant pirates obsessed with so-called honour. 

The Pearl Islands are feudal and hierarchical, with the Shogun ruling over his senior nobles the Daimyo who in turn rule over the samurai, the Pearl Island equivalent of knights, The Pearl Islands is a militaristic nation, with great emphasis on loyalty, obedience, discipline and honour. This makes them perhaps similar to the Heldannic Order, very lawful but not always benevolent. Women will find the Pearl Islands to be quite male-dominated, with most positions of power held by men. Players are welcome to have female characters in the Pearl Islands - there are no specific rules to say otherwise but there may be a certain amount of prejudice and old-fashioned attitudes from NPCs.  

These daimyo do not always get on with each other, and even occasionally rise up against the Shogun if great grievances or great ambition come to the fore. Civil war and internal conflicts are almost regular occurrences in the Pearl islands, so every nobleman will hold both a fortress and a body of troops including an elite core of samurai to defend his lands.    

The Pearl Islands have their own language, Gengo, which they use when not dealing with outsiders. Many of the better educated residents have a good grasp of Thyatian Common, though the peasants usually just stick to Gengo. In Gengo the Pearl Islands are known as Paru-Shoto. 

Character Types in the Pearl Islands

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Samurai are the elite fighters of the Pearl Island nobility. They are famous for their Katanas (masterwork bastard swords) and their stylish lacquered armour (the equivalent of banded armour). Samurai place great store in honour, courage and loyalty. Those who fail these principles may become ronin, outcast samurai, left to find a living as mercenaries or bandits, or else commit ritual suicide. 

Bushi are the ordinary fighters, the rank and file warriors of the Pearl Islands. They still follow Bushido (Way of the Warrior) that Samurai follow, though perhaps with less fervour. 

Ninja are thieves that focus on stealth, surprise and subterfuge. They are famed and feared as assassins and commandos, dressed in their classic black garb with black hoods and masks to hide in the shadows as best as possible. 

Yakuza are thieves that function more as organised criminal groups, relying less on stealth and more on intimidation. Their code of honour is more similar to a mafia mobster than of a knight, with loyalty and respect being most prized.  

Sohei are the clerics of the Pearl Islands. They sometimes follow immortals but are more likely to follow the philosophies of Law, Chaos or Neutrality. 

Monks are based on the Mystic Class, wise philosophers and experts at unarmed combat. They are nearly always Lawful in alignment. 

Majutsu-shi are the mages of the Pearl Islands, often viewed with suspicion and not always welcome in society. 

There are very few demihumans native to the Pearl Islands - nearly all have travelled from overseas. 

At the moment I do not intend to have special rules for Pearl Island characters that might affect combat or level advancement - the differences are principally in attitude and appearance. 


Revised geography and map of Pearl Islands

Based on this map by Thorfin Tait on the Vaults of Pandius (which in turn is based on a map from the Dawn of the Emperors boxed set) I have revised the map to fit the new culture here. 


Note that in some cases the Thyatian names still remain but with the Gengo names underneath. 

This map shows the major cities but not minor settlements as there are too many to be clear on a map this scale. These large cities are the power bases of the most influential and powerful daimyo. The city of Kaiko, known to Thyatians as Seagirt, is the capital and the domain of the Shogun - it has a population of 20,000 in the city itself and another 60,000 in the surrounding countryside.  The map may also miss out on small islands less than a hex (24 miles) in size.

The Pearl Islands are generally subtropical in climate, with lush forests that can seem like jungles and fertile river plains. The main island Nuarito has a volcanically active mountain range which splits the island diagonally. Volcanic eruptions, earthquakes and tsunamis are all natural hazards here, and every few decades the lands are rocked by some sort of geological event that could be a disaster. 


Friday, 19 July 2024

Traldar and Traladara Ruins in Karameikos

The Priory of Kells, source

I am going back to where this blog started - Karameikos. One of my earliest posts since I restarted the blog is about dungeons in Karameikos. That post didn’t really offer new ideas, only a quick overview of the official version, noting that there were not many official mentions of dungeons in Gaz1: The Grand Duchy of Karameikos,  but that would not stop an imaginative DM from placing plenty of their own around. 

Going back through the history section of the gazetteer I noticed that there are large gaps in the history. Like blank spaces on the map, I see this less as a lack of information and more as a blank canvas, spaces in the timeline where the DM can add their own events and changes. There are only 19 entries in the official timeline for Karameikos that stretches over 3000 years. Clearly for the sake of page count and simplicity for new readers I can understand why TSR kept the history very concise. But it does raise questions in my mind of what lesser events may have happened that were omitted for the sake of brevity. 

Nonetheless I have spotted things in the gazetter that I hadn’t last time round. Kelvin for example is a very Thyatian town, named after one of Duke Stefan’s loyal lieutenants. However, underneath are Traldar ruins, possibly forming a dungeon beneath Kelvin. Penhaligon has no such mention of Traldar or Traladaran ruins but I would certainly consider the possibility. Outside Threshold there is a ruined village of Hutaakan origin. Although I would expect soldiers from Threshold to regularly sweep the surface ruins for monsters before they start to threaten townsfolk, I can imagine they would avoid that flight of stairs that leads down into the dark, leaving such matters to foolhardy adventurers. I still have not tackled the ruined village of Krakatos and whatever might lie beneath. 

The Traladarans as Mystaran Celts?

Although the Traladarans have eastern European sounding names (particularly Yugoslav and Romanian) I am really not familiar with bronze-age Romania. I don't know anyone outside of those countries who does, and if they do, they probably don’t play D&D. However, my next best point of reference is western European Celts. I don’t think these are what the writers had in mind when describing the Traladara, but they are something I can at least have some concept of. And it fits in with them rubbing shoulders with and then being taken over by the much more powerful Byzantine/Roman Thyatian Empire to the East. The Celts also had their own distinct culture, art and legends but were not quite as civilized as the Romans, not developing their own cities or writing. This fits with the Traladara not having large cities, and their legends seem to have been recorded by Thyatian scholars, not their own. Western Celts had actually mastered iron smelting, and so were more iron age than bronze age - this could be reflected in traditional Traladara weapons and armour. 

Of course the Celts and Romans had a much more violent history, from the Gauls sacking Rome in 390BC to Julius Ceasar’s bloody conquest of Gaul, his foray into Britain and then Claudius’ conquest of Celtic Britain and the destruction of the druids and finally Boudicca’s sacking of Verulanium followed by the brutal Roman suppression of her revolt. I can imagine that there would have been similar clashes between Traladarans and Thyatians over the centuries since AC 0 as Karameikos would be an obvious target for Thyatian expansion and conquest. 

In real world history, Roman expansion into the Celtic world was a combination of factors, including bloody conquest, trade, culture and political alliances. What Traladaran chief fighting off rival chiefs in Traladara would turn down an offer of gold coins and forged iron weapons from Thyatis? All the Thyatians want in return is a little cooperation if their mutual enemies start attacking Thyatian interests on the south coast of Traladara. There were limits to Roman expansion - Hadrian’s Wall between northern England and Scotland is the biggest and most spectacular example of this. Romans also never had a military presence in Ireland, though the discovery of Roman coins in Dublin shows that they certainly traded there. In fact that’s how I see Specularum: As Marilenev Port it was Traladara’s main trading centre where the majority of foreign traders were Thyatian. As well as Thyatian goods and coins, they also brought over Thyatian ideas about architecture and city planning. The city of Specularum mapped out in the Gazetteer was not just built within the 30 years since Duke Stefan Karameikos arrived.  After the Roman invasion of Britain a new group emerged - the Romano-Britons, of Celtic ancestry and retaining some aspects of their heritage but adopting a lot of Roman culture, dress and attitudes. I imagine current Karameikos and Karameikians to be a similar amalgamation of cultures. 

Of course Mystara is not the real world, and two things that the Traladarans had to deal with that Celts did not were obviously effective magic (clerics and magic users) and monsters (lycanthropes, undead, humanoid tribes and the occasional dragon). Although the Celts of western Europe were fighting among themselves while also fighting the Roman Empire, I can imagine the Traladarans fighting off humanoid hordes such as the goblins migrating into the Dymrak Forest, the orcs encroaching from the Black Peaks and of course the hated gnolls, whose near-genocidal wars a thousand years ago brought the collapse of the ancient Traldar culture and the dark age from which the more recent Traladara culture emerged. In fact, this is probably the main reason they were less violent towards the Thyatians - both viewed the orcs, goblins and gnolls as a common enemy. Trading weapons and armour and diplomatic favours was more about fighting off these humanoids than neighbouring Traladarans.

There are also less barbaric demihumans - the gnomes around Highforge, the Callarrii Elves, halfling settlers from the Five Shires and dwarves migrating from Rockhome during its expansionist phase settling in the Altan Tepes, including Tarrag Duun. All of these would have had their own interactions with both the Thyatians and the Traladarans.  I imagine the Traladarans would have considerable respect, even awe, for the elves. The Thyatians would probably prefer the gruff, no-nonsense work ethic of the dwarves, The halflings were not considered particularly dangerous but they were good farmers and boasted an excellent cuisine. 

In terms of magic there are far fewer references in the gazetteer. Zirchev, King Halav’s right-hand man, was a wizard of great power. But the Traladarans do not have much of a magical tradition, certainly not compared to Glantri, Alphatia or even Thyatis. Nonetheless I can imagine the Circle of Zirchev as a network of Traladaran human mages who learnt magic use from the elves. Whether they are still around today or were absorbed into the more modern orders of mages in Karameikos is not clear. Perhaps they form a secret pro-Traladaran group within the Specularum Magician's Guild?

Celtic druids linking into D&D druids in old Traladara feels like a blog post for another time. And I am seriously considering this. However, the gazetteer does not mention druids but does talk about the Church of Traladara and the veneration of King Halav. One sect, the Church of Halav, has gone so far as to equate the current Duke Stefan with the ancient King Halav. The Church of Traladara seems more relaxed and less zealous than the Church of Karameikos from Thyatis. In terms of the struggle between Law and Chaos, in this campaign both the Church of Traladara and the Church of Karameikos are considered denominations of the Church of Law. They both have Lawful outlooks on life and behaviour.  They may not always agree with each other, and like real world sects there may be hardliners in each insisting that their version of Law is the correct one and everyone else is wrong. But when it comes to dealing with the Cult of Chaos and chaotic monsters the majority of both the Church of Traladara and the Church of Karameikos can put their differences aside to fight their common foe. In terms of immortals, the Church of Karameikos follows Law as a principle and as a cosmic force, while the Church of Traladara focuses on King Halav as an immortal - he has indeed ascended to become a Lawful saint, and is able to grant clerical spells and the ability to turn undead to his clerics. Queen Petra and Zirchev the Mage are lesser immortals, but are still able to grant clerical abilities to clerics who devote themselves to these two. In previous writings on this blog I have made references to the Church of Law in and around the Grand Duchy of Karameikos. I think it is simple to say that unless specific immortals and saints are mentioned the Church of Law involved will be the Church of Karameikos. 

Of course all this comparing Celts with Traladarans comes with a caveat that applies to all the cultures in Mystara - they may be inspired by real world historical nations and cultures but should not be considered accurate replicas. Darokin is not the same as Rennaisance Italy, the Northern Reaches are not the same as Viking Scandinavia and Nithia is not the same as ancient Egypt. After all, Karameikos has knights in shining armour and crenellated castles, even on the cover of the Gazetteer. So whatever the Traladarans may borrow from Roman-era Celts, they should not be considered historically accurate. 

Traladaran Ruins

So what does this mean in terms of Traladaran ruins? Here are some rough ideas that I could develop further:

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Burial Cairns and Tumuli. These can be classic dungeons, either relatively small and simple like their real-world equivalents or being extensive catacombs with a Traladaran/Celtic flavour. 

Standing Stones: Like Avebury or Stonehenge, these upright stones usually larger than a man are occasionally solitary but often in a circle. They are built on powerful confluxes of mystical energy, also known as ley lines. The exact effects are up to the DM but those who are aligned to the purpose of these standing stones their spellcasting is enhanced. 

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Hill Forts, either abandoned or still occupied. These are (or were) Traladaran settlements defended by earthwork ditches and wooden pallisades. If properly maintained by their inhabitants they still offer good military defences against conventional attacks from bandits or goblinoids. 

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Shrines and Chapels to Halav, Petra and Zirchev have been built since the revival of Traladara culture 600 years ago. Some of these are still in use, tended by a cleric or two and maybe with some parishioners from local villages and farmsteads. Others will have fallen into ruin - whether through lack of faith or struck by some disaster. Reclaiming these lost places of worship would boost the adventurers’ status at least among those Traladarans who follow the old ways. 

Thyatian outposts from before the Karameikos takeover. These would be both military and economic in use, with soldiers providing safety for traders. This is inspired by some of the Roman forts on Hadrian’s Wall where a lot of trading took place. Some might still be maintained by what would now be the forces of Duke Stefan Karameikos while others have fallen into ruin perhaps after being sacked. 

Battlefields are not exactly ruins but hold the remains of many fallen warriors and whatever possessions have survived the ravages of time. Of course in D&D the big worry here is undead creatures, especially when dark, chaotic magic is involved.


So where are these Traladaran features found in Karameikos? At the moment I am not going to put a whole lot of them on the map of Karameikos. However, I am reserving the option of placing them as and when they are needed by adventures or other blog posts. Similarly events in Traladaran history may not have been important enough to be included in the Gazetteer timeline but could still be part of the background of places, items and adventures the PCs may encounter.  


Friday, 31 May 2024

Jolgruul the Corruptor and other Chaos Cults

Jolgruul the Corruptor 

One of the more subtle and insidious Chaos Princes , Jolgruul prefers temptation over confrontation. Although he and his followers are quite capable of violence, he prefers to inveigle the foolish and unwary into his machinations. He will often use the seven deadly sins, particularly Avarice, Pride and Lust, to lure mortals into his grasp. Although most chaotic creatures do not consider contracts to be worth the paper they are written on, Jolgruul is much more likely to use contracts with mortals, with the end results never being in the mortals' favour. Such contracts are both cunningly written as if by a master lawyer and also magically enforced, and breaking the contract will bring terrible curses or other consequences on the reneger. Unusually for a paragon of Chaos, Jolgruul himself will also stick to his side of the contract, even if it is not in his favour. Whether he is concerned about practical consequences or he has some strange sense of obligation around these deals is not known.

Jolgruul's cultists may well have entered into contracts with him, or else been ensnared and corrupted and then found that their only option was to go along with him. They are typically sneaky, deceptive and occasionally quite charismatic, making everything they do and encourage others to do seem quite acceptable and reasonable. Jolgruul's followers are most often found in and around Thyatis, particularly the large cities, though there are rumours cult cells have made it to Specularum in Karameikos and also the pirate port of Vlaad in the Kingdom of Ierendi. Although not active in Darokin, Jolgruul is impressed with some chaos cults in Darokin City, particularly the Black Rabbits and the Lords in Scarlet and has encouraged his clerics to consider some sort of alliance with them. 

Although most of Jolgruul's followers are humans, there are a few monstrous creatures that are interested in his approach, including some that can shift into human form. Devil swine, mujina and doppelgangers have all been known to be part of Jolgruul's cult. But Jolgruul generally ignores those who cannot be subtle and deceptive. Centipede Demons are also found assisting these cultists - whether the cultists are powerful enough to summon and bind these fiends themselves or whether Jolgruul sent them as a boon to his followers is not clear.  

The Snake Cult of Jaboor

Art by Conceptopolis, source
Underneath the Ylari port of Jaboor there are a network of tunnels that lead down to the caverns that contain the sunken river bed of what was the river Nithia. This is now home to a colony of serpent people and some of their monstrous allies. However, in the last five years they have human allies in the town above as well. The human townsfolk are all expected to follow the official religion of Ylaruam, The Eternal Truth, and the vast majority comply, with many being true believers. But there are a few who resent such dogma and orthodoxy, and seek a different sort of immortal patronage. The serpent people have made contact with these, initially using magical disguises, and introduced these renegade humans to the worship of Apep the Snake God, the bane of ancient Nithia.  Although the cult now has human followers, the serpent people are definitely the ones in charge, though they very rarely emerge onto the surface. Most of the time it is the human followers who go down into the caverns, using an old cave entrance among a cluster of boulders to the west of town. 

Out of the town population of 4500 people, only about 20 are true followers of Apep while another 50 or so are hired by the cult as guards, mages and the like. As with many of these cults they are very selective and careful about who they try to recruit and convert. Some of these cultists want some sort of power and prestige that they cannot gain legitimately, including forbidden magic of ancient Nithia, while others join as angry, blasphemous defiance against what they see as the overbearing and smothering monotheism of the Eternal Truth that holds sway over Ylaruam. For the previous 5 years they were just establishing the cult, gathering trustworthy members, money and information, but now they are getting bolder.  Recently the cult has kidnapped several citizens of Jaboor. Two have already been sacrificed to Apep but another two are being held for the next ceremony, including a visiting cleric of the Eternal Truth. 

The Ravenous Maw

source
This cult is quite unlike the previous two and makes no attempt at subtlety. It is established in various humanoid tribes along the Black Peaks, Altan Tepes and into southern Rockhome, particularly among ogres, gnolls, trolls and hill giants. It is focused on hunting and eating, and since all of its worshippers are naturally carnivorous, this fits in with their primary concerns - finding and killing prey and eating their carcasses.  This cult has relatively few human members, but these are often the worst sort of degenerate cannibals. Even among the humanoid cult members, eating each other is not unknown, though for the sake of cult cohesion and combat strength the shamans only sanction eating other cult members when they have died from other causes such as battle against enemies of the cult. Of course, some of the more hungry members will ignore this rule - they are chaotic after all. 

The Ravenous Maw does not seem to have a coherent personality that the members worship but merely the concept of predation and carnivory. Having said that, shamans will often conflate the Ravenous Maw with chaos princes and minor immortals linked to their race - Yeenoghu for gnolls, Vaprak for ogres and trolls, and Baphomet for minotaurs, all of whom encourage their followers to hunt, kill and eat humans. It is believed from captured members that Maglubiyet the Immortal patron of goblins and hobgoblins holds the Ravenous Maw in contempt, considering it animalistic, disorganised and short-sighted, thus few of those races are found in this cult. 

The Ravenous Maw is quite open minded about who or what can join their ranks - as long as the new member is suitably vicious and hungry but controllable, it will be considered. Ettins, athaches, frost giants and thouls have all been found among them. Predatory beasts are sometimes used as mounts or war beasts, including cave bears, sabertooth cats and giant hyenas. 

The Ravenous Maw is not yet powerful enough to threaten major towns or castles but it has certainly attacked human villages in northern Karameikos, northern Thyatis and southern Darokin around Selenica, devouring villagers, livestock and pets. The dwarves of Rockhome have been threatened but so far have fended off attacks on their strongholds. The folks of Ylaruam have not yet been attacked but they could still be next on the menu. 

The Scuttling Scourge

Developing from a much smaller cult of scorpion-worshippers of Ylaruam who followed a Chaos Prince that had been a manscorpion (referred to as The Scorpion King), the Scuttling Scourge holds vertebrates in contempt and eight-legged arthropods in great respect. Spiders, scorpions, whip-scorpions and rhagodessas are all considered a higher form of life. This cult has spread from its homeland of Ylaruam and now has members dotted across the Known World including Davania, Yavdlom and Sind. Araneas are considered allies, although they are not religious and will not join in the ceremonies. 

Unlike the Snake Cult of Jaboor where human worshippers respect snakes and serpent people but do not expect to become one, the human worshippers of the Scuttling Scourge aspire to transform from a feeble four-limbed mammal into a much better form - an eight-legged predator protected by chitinous armour and armed with deadly venom. It is not known how this happens or even if it does happen (are the human cultists being fooled and just used as edible pawns?) but it is what the most fervent cultists desire. There are some manscorpions associated with the cult in its homeland of Ylaruam and on the eastern edges of the Great Waste bordering Sind who encourage this belief and it is possible that they have a way of transforming humans into manscorpions but this has not been confirmed.

Those familiar with a wide range of chaos cultists know that the Scuttling Scourge is not the only cult with an affinity for spiders - certain Arvorians of Norwold follow a spider-like entity called Mohosskith, though it is unlikely to be involved in this cult. 

Friday, 24 May 2024

Aalthir and Cittinova: When Cities Meet

Cittinova is a Thyatian colony on the northern coast of Davania, and is effectively the main town of Thyatis on Davania (though Raven Scarp would argue that point). It has a population of 2,000 people (mostly humans, a few jungle elves and a handful of other races).  Compared to smaller colonies and outposts such as Herakanthia it is a bastion of civilization, and is relatively secure from the monsters prowling the jungle. And yet as far as other cities in the Known World are concerned it is rather small and insignificant, and would really only count as a provincial town. Cittinova has a town guard of 200 soldiers, mostly armed with chain mail and either longswords and light crossbows or else longswords and polearms such as pikes and halberds. These town guards keep the peace within town and also fend off roaming monsters - although they need to fight in formation to defeat the larger dinosaurs.  

The Floating City of Aalthir is in a completely different league. Created and lifted by incredibly powerful magic, Aalthir has a population of 23,000, of whom 2,000 are magic users. That means for every man, woman, child, elf or whatever in Cittinova, there is magic user capable of casting Magic Missile or Charm Person in Aalthir. And there is a council of 12 archmages who both act as the rulers and  navigate the city through the skies of Mystara.  Any one of those archmages could wipe out a town like Cittinova, guards and all, from a safe distance. 

And now Aalthir has come to rest over the sea just north of Cittinova, in plain sight of the Thyatian town. This has caused considerable consternation and speculation among the population, and many citizens are fearing annihilation or conquest. After all, Aalthir originally comes from Alphatia, and although now it is effectively an independent city-state, it still has many cultural and political ties to that great empire. And as everyone knows, Thyatis and Alphatia do not usually get on well together. 

Instead, the archmages have sent a delegation down to Cittinova on a skyship, claiming only wishing to trade and establish friendly relations. Of course, the Thyatian governor of Cittinova doesn’t trust these Alphatian wizards at all but firstly he knows they have the upper hand in nearly all respects, and secondly many of his citizens are fascinated by this magical marvel. Even the merchants of Cittinova are eager to do business with their fellow traders a mile above the ocean.  

 Art by VargasNi, Source

The Aalthir authorities are quite careful about who they allow onto Aalthir itself - only a few select Cittinova officials actually set foot in Aalthir. One enterprising skyship captain has been offering sight-seeing trips to the curious people of Cittinova, taking them on her skyship (an exciting adventure in itself!) and then circling around the floating city several times but not landing as the captain and her crew point out landmarks and features that the tourists would find interesting. At one point a squadron of six hippogriff riders flew from Aalthir over Cittinova for a fly-by. But this scared both humans and livestock  who were not sure if this was some attack. The rulers of Aalthir have forbidden any future visits by hippogriff.  As a friendly gesture it did not go as well as planned but as a display of military might it was certainly demonstrative. 

For the moment there is a bustling trade in the main marketplace of Cittinova, with goods and passangers being ferried to and from the floating city via skyships. The merchants of Aalthir are buying local specialities including jungle fruits, rare woods from the enormous nearby trees, and animals, both butchered body parts and also the occasional live specimen. One Aalthir wizard has bought a captured phanaton as a pet, despite the phanaton's protestations. In return the merchants of Cittinova are buying silks from Ochalea, tea and spices from Bellissaria and many magical potions and curiosities made in Aalthir itself. A visiting trader from Minrothad has joined in with the buying and selling, partly to make money but also to see how Alphatian merchants operate and what they have to offer - making connections between Minrothrad and Aalthir could be profitable. A mysterious archmage called Ellaria has travelled by magic carpet from Aalthir to briefly visit Cittinova, though she always wore a silver mask that completely covered her face and long clothes that covered her skin.  

One skyship took a band of Aalthir mages deep into the jungle of Davania, and they have returned with various trophies including a sedated giant chameleon, a grateful but rather confused rakasta whom the Aalthirians rescued from a hungry Tyrannosaurus and the severed head of said dinosaur - the rest of its body had been blasted by lightning bolts, and a charmed Deinonychus. The new owner of the Deinonychus insists that it will stay friendly; Other people on board are not so sure. But a jolly good time was had by all, except for the crew hand who got attacked by a carnivorous plant. He survived but is still badly shaken. 

 Art by ValerySazanov, Source

But what is going on behind the scenes? Firstly a Thyatian wizard visiting from his home back in Port Lucinius has teleported back home and ridden to Thyatis City to report on this visit. The Thyatian government is now aware and considering its response. Secondly one of the tourists onboard the sight-seeing tours is an Imperial Thyatian agent and has used his elven cloak and boots to hide on the ship, then snuck off when it docked, so now there is a Thyatian spy on Aalthir, though his ability to report back to his superiors is limited. Similarly an Alphatian wizard has wandered away from the trade delegation into Cittinova and is now looking to see what is going on in this Thyatian backwater, although he does not have the same government connections, and might be doing this for his own curiosity. 

Will this calm down the tensions between the two empires or will it exacerbate them? How will central Thyatis react to what could be interpreted as an intrusion? Did Alphatia approve of this event or did Aalthir conduct this entirely on its own? The ramifications of this encounter between two settlements of rival empires are yet to play out. 

Thursday, 21 September 2023

Herakanthia the Jungle Outpost

Map of Thyatian possessions on the Davanian Coast
Scale is 72 miles per hex

The Thyatian hold in Davania is primarily the two towns of Cittinova and Raven Scarp. However, they have also established a number of smaller outposts on and near the coast, including Herakanthia. Founded 50 years ago by the adventuring swordswoman Heraka this has proven to be a useful base camp for exploring the jungle, sitting about 50 miles south of Cittinova but still only an hour’s walk to the coast 



Herakanthia has 240 inhabitants, and is surrounded by a ditch and wooden palisade, with a single guarded gate. It sits on a hilltop and the residents have cleared away trees and bushes so that approaching creatures can be seen easily. There is a path east to the coast that is maintained and at the nearby beach (2 miles along the path) there are 12 large boats - mainly for trade and passengers to Cittinova but also as a potential means of evacuation if the whole outpost is in mortal danger. The sea along the coast is also the main trade route to Cittinova and Raven Scarp - the jungle is too dense, rugged and dangerous for overland routes. 

There is a standing garrison of 50 soldiers, some local to Davania others drafted from the Thyatian homeland. They are all equipped with crossbows, polearms and chain mail. Other residents will join in with defence as they are able to - there was a notable incident ten years ago when a pair of Allosauruses broke through the palisade and killed several people, and everyone who could wield a spear or pitchfork had to form an impromptu phalanx to drive the dinosaurs off.   

At the base of the hill that the outpost stands on are a dozen acres of farmed land where wheat, maize and vegetables are grown. This is a mixed success - sometimes it provides plenty of food, but other times the crops are hit by various tropical blights, devoured by insects or trampled by huge wandering beasts. Hunting and foraging are important sources of food but this is always done as an organised expedition - wandering around alone in the jungles of Davania is extremely dangerous, and even with armed escorts, violent encounters happen - the Thyatians know that they are not the top of the food chain. Fishing in the nearby sea is possible but the seas have their own dangers, so at the first sign of large marine creatures or bad weather the fishermen will head for shore. Food security is a significant concern for the people of Herakanthia. 

Notes on levels: Davania is a dangerous place, and as such I am assuming that adventures set here are either Expert or Companion level (for PCs of levels 5-20). Dinosaurs, dragons, Araneas, Kopru and the like are all threats that novice adventurers are not expected to deal with. 

Non Player Characters of Herakanthia

Keltrakis: human female 15th level magic user, neutral. Keltrakis has been tasked with maintaining Herakanthia by the governor in Cittinova, and she intends to prove her worth. She is competent enough  but she does tend to view every challenge and danger from the point of view of her seniors in the Thyatian administration. Trade, finances, food and security are her main concerns. She is a skilled mage and when the situation calls for it, she can bring her magic to bear on problems and threats - she slew a marauding Dimetrodon with a lightning bolt early in her tenure here, which impressed the residents. 

Escallios Parrottalker: elf male 9th level elf ranger, neutral. Escallios is a resident of Herakanthia after leaving his tribe of jungle elves for unspoken reasons. He has proven to be a very knowledgeable native guide to the jungle, advising human Thyatians about dangers and resources. He is still on talking terms with other jungle elves, though there are obvious tensions and awkwardness when dealing with the Bough-Runner tribe which he left a while ago.

Torgonnus the Myrmidon: human male 12th level fighter, lawful. Torgonnus has had a varied career, from conscripted soldier to deserter to gladiator and now freed to become an adventurer. He has arrived in Davania to find out what happened to his father, who joined a wave of settlers from Thyatis seeking new opportunities in Davania. He believes his father was last known to be in a settlement deeper into the jungle than Herakanthia but which lost contact with Cittinova about 10 years ago. Although Torgonnus does not expect to find his father alive, he still needs to know what happened. 

Talsheridon the Brewer: elf male 7th level spell-sword , neutral. Talsheridon is skilled not only as a spellcasting elf but also as an alchemist . He has set up in Herakanthia to gather ingredients from the nearby jungle, particularly rare herbs, flowers and fruits which possess properties that he wants to investigate, and may offer alternative recipes to well-known potions. He can generally look after himself but even he is cautious about venturing into the jungle alone, and is always looking for bodyguards to keep him safe as he forages for components and ingredients. 

Mektra The Opportune: human female, 7th level thief/4th level darokinian merchant, neutral. Originally from Athenos where Darokin meets the sea, Mektra is always on the lookout for things that could be sold for a profit. She usually travels to Cittinova and back but sometimes she will travel further around the Sea of Dread, including Thyatis City, Specularum, Athenos. Minrothad City and other trading ports. She has set up a temporary shop in Herakanthia and will buy and sell to adventurers. 

Orribos the Seeker: human male, 11th level cleric, chaotic. Orribos claims to be a scholar from Ierendi, and he has actually spent some time there. However, he is actually a cleric of chaos from Hule. He is in the jungles of Davania looking for the lost city of Ervvos, from a mysterious pre-Blackmoor civilisation that was somewhere in northern  Davania. He will claim to be interested in the lost city for scholarly reasons though he believes that several powerful artefacts of chaos might be found there. He may try to form an expedition to search for this lost city, casually mentioning abandoned piles of gold and silver to be claimed by anyone entering the city. 

Dubrovia Stoutshield: human female, 7th level cleric, lawful. Dubrovia has been sent to Herakanthia by her superiors in the Church of Law in Cittinova, with instructions to assist the outpost and its inhabitants. Although she is not happy about her posting, she is obeying her orders. She originally came from Thyatis City and she misses the cosmopolitan hustle and bustle of city streets. And although human criminals can be dangerous, she feels far more danger in Davania than in Thyatis City. Her healing and curing spells are much in demand, and although she treats locals free of charge, she may ask for a donation from visitors requiring her spells. 

Mahallia: female aranea grandmother, 9th level magic user, chaotic. Mahallia always appears as an attractive jungle elf (using her natural aranea shape changing ability) when around humans or elves. She does not live in Herakanthia but has a treetop lair a few miles to the west deeper into the jungle. Other residents of Herakanthia do not suspect her true nature and accept her disguise as a regularly visiting elf.  She is here as a spy for a huge colony of aranea known as the Scuttling City far to the south, and is always asking about people moving in and out of the outpost, particularly those that might prove a problem should the araneas attack. Mahallia has befriended the ruler of the outpost Keltrakis through their common love of magic and new spells. She occasionally lets slip a disdain and contempt for humans but most people put that down to elven snobbery.