(D&D) Southern Sing’jar Sea

Adding more details over next few days.

South of Sing’jar we have Belgar island, populated by sea elves, whom are generally defensive and isolationist. They distrust people from Faroth, notably because of Faroth’s history of sending gnomes south to plunder magic and gems from Belgar.  Belgar elves trade willingly with  the western shore of the Burati valley. Burati are mostly humans and elves, and export lots of grains to the area, except north to Sing’jar, because of the difficulty of crossing he Burati mountains to the north. The Burati river to the south forms a border with the Kyln.

Kyln are a small nation of hobgoblins. They are notable for having co-invaded Sing’jar during the Devil Insurgency. Kyln hobgobs are a vigilant society, at peace with Burati and Belgar, but ever watchful of Yil and Witkif.

The Yil heights are occupied by the Yuan-ti and their attending thrall. The area is complicated with lots of secretive house societies that maintain their own trade routes for contraband north into the Kyln, R’rusk, the high elven city east of the Kyln population, is the most popular silk road trade route. Any high level character could get hired as an escort on that illegal trade route.

Witkif is the capital city of the Whitechalk Cliffs region, the large spit that sticks far enough west to change the very seas north and south of it. Inhabited by orcs, ogres, and some giants, they are often rejecting their half-breeds or conscripting them for raids against Kyln and Yil.

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Dandilion spit is a dangerous place to dock because storms can dash your boat ashore so easily. The town itself it made of splintering ship planks, and finding any square carpentry is rare. There are three pubs here, and it is the fafstest way to switch ships or trade goods in bulk if the weather is kind.

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Snail Bay is a twisting sandbar draped araound sharp limestone outcrops in the delta of the Yarrow river. Not as much trade here and a much slower life-style. Sea traffic is barred many hours a day by tides that expose the Yarrow sandbar and the Seal’s Head sandbars. The Yarrow river does not flow fast enough to erode these areas when the tide is out. This makes Snail bay an effive place for smugglers to dock.

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Pinola cliffs is a strange collective that is one of the most curious places to buy magic or make armor. Each of the four large outcrops of rock is joined by rope bridges to large houses built into the side of the limestone cliffs. There are families of dwarves, elves, sea elves, and half-orcs that each have a family business on an island or in the cliffs.

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Dice chambers

Made from reclaimed 1×6 lumber found in firewood pile.

[DnD] Geography South of Sing’jar

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The islands south of Faroth start with Belgar island. Belgar is populated with sea elves, and they trade mostly with the eastern shore, the Burati valley. Burati is populated with elves and humans, bounded on the north by Burati mountains and to the south by the Burati river. The mountains are enough of an obstacle that overland trading is uncommon at best.

On the south side of the Burati river, is the kingdom of Kyln. Kyln is ruled by hobgoblins who have an amicable peace with the elves to the north and an active defense to the west against the Ogres of the Whitechalk cliffs. This far south, the southern end of the Sing’jar mountains curves west and ends as the Yil range, holding the Yil valley. Kenku and hobgoblins freely mix, under the rule of the Kyln kingdom.

The Whitechalk cliffs are a giant slope from north to south, with giant chalk cliffs on the south side facing Danclar bay. Not only do communities of ogres protect the peninsula, other accursed beasts and undead inhabit the chapparal of the region. Deep canyons hide communities of lycanthropes and rumors of dinosaurs have been heard, too.

At the western tip of the cliffs, the Danclar islands are a dangerous place for sailors to stop: Yuan-ti have occupied these islands once peacefully occupied by lizardfold sahaugin. Trade is sanctioned in official marketplaces and tourists are arrested and deported if they are caught away from the marketplaces. There are no inns on the Danclar islands. Any ship sailing south is obligated to pay for permits for access to the south. The Yuan-ti navy patrols the islands.

If a crafty trader sails south east of the Danclars, heading into Danclar bay is frought with challenges that often take rituals and sacrifices to avoid. Elasomosaur, chaotic aquitic elves and merfolk populate the bay. Sirens camp on the rocky shores beneath the chalk cliffs. Navigating to the Yil valley, you would meet the last free lizardfolk and kua-toa, that are ostensably policed by the yuan-ti Yaan’bu empire. Since the lizardfolk are unable to escape, they are the only effective kelp farming and fisherman for the Danyil bluffs region, and given some latitude of freedom.

Yuan-ti bougeoise live above the Yil valley in the rocky bluffs in the Danyil bluffs. These snake peope own the trading companies that operate out of Dardan City, in the bay to the southeast of the bluffs. Dardan city is the heart of commerce, with a healthy population protected from the dinosaurs and other sea monsters to the northwest.

Off the west shore of Danyil bluffs is Egza island, the largest prison island of the yuan-ti. Egza island used to be the prison island of the previous despots: the Naga nation of Bundash. Egza island is now a prison for the remainder of the Bundash naga. The waters around Egza are policed by sahaugin and other aquatic races allied with the yuan-ti.

The other island on the south side of Dardan bay is Fylwen island, another yuan-ti prison. Fylwen is the ancestral home of the region’s minotaur. Six hundred years ago, Sing’jar straight saw a fleet of minotaur refugees travelling north. This was the wave of refugees displaced by the Yaan’bu empire. High elves and sea elves were also displaced by this yuan-ti expansion hundreds of years ago.

[DnD] Fall Season Adventure Setting

600px-Squid4Shane and I worked up a setting for the Fall season: we’re sailing south! South of Sing’jar we have other kingdoms that have run many races out of their borders. The minotars and many sea elves came from the south seas. What drove them north?

Geography plays a part in separating the west coast of the continent. South of Sing’jar, the Whitechalk Cliffs are an accursed ridge that splits the currents of the ocean and defy overland travel. Kingdoms of ogres and oni defend the the ridge.

South of the ridge there are dramatically warmer currents and climates. Strange sea beasts, like elasmasaur and giant kraken patrol the islands and bays. Escaped lizard folk tell of snake people who held them prisoner. Black bird people and hobgoblins live behind the Ogre kingdom. South of them is an even stronger empire, possibly entire of snake people.

Islands can be traps and prisons. Remnants of previous societies remain isolated on some southern islands, unable to sail off or trade because of the brutal marine animals swiming in the surrounding waters. When Crimskill traveled south, what did he see? Did his giant’s hand play an unfair card to the nacent evil nations in the south?

(D&D) End of the spring season

Last game at BUF this season is 10 June. I know many will not be present. We will be discussing Fall seasons options.

Would like to have a BBQ D&D day sometime on/after 21 July, weekend preferred. Please contact me directly about your availability.

(D&D) Adventures in Anitus

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Thorfinn, Eliza, Petal, Arjanir, and Grigor return south to Anitus, passing by the trading pavilions after Lotheric, Tiberious and A__ followed Atala who insisted on freeing the captive elves in the slave caravan heading north.

Our party wanders into the Rock Pub near the south end of the cairn trading pavilion. The half orc bouncers at the door are not impressed with the clean and legal look of our party. At the bar are a cloaked mage, a wiry ranger and a steer sized half orc. The other patrons are mostly humans with service aprons on, tossing coppers on the floor to bet on arm wrestling matches. The wiry ranger teases Grigor about not being able to beat Knuckles (half orc) in an arm wrestling match.

Grigor is so nervous being in this entirely evil place that he jumps the gun on the first match and pins the half orc’s arm in a quick moment. The next round, Knuckles squeezed Grigors hand into a sausage and won. The pressed on with one more round and Knuckles won in a more matched challenge.

Eliza was challenged next by the ranger. Eliza introduced herself and likewise the ranger introduced himself as Daturan. The high-elf and the half-drow were equally matched. Ever the advantage seeker, Daturan surprised Eliza with a leg sweep and Eliza lost her footing off the top of the big wrestling stone—but recovered by spinning and landing on her opposite leg. The crowd cheered and threw more coin on the floor. Eliza dodged a shove, and then did a kick at Daturan’s knee. Daturan swung away from the strick but over-extended, and Eliza threw her off the wrestling rock.

With the winnings, Eliza bought the part another round of hard cider. It tasted like fermented goat piss, which was probably pretty good—by orc standards. Conversation was rather strained between the two parties. The skinny hooded half-orc next to them chipped in with bitter jokes and private out-loud laughs. Thorfinn would ask where to get some good jobs, and Daturan would respond with an evasive answer that showed kind of a patronizing distrust of the party. Knuckles would joke about how Thorfinn and Grigor seemed too clean and smelled like pine cones. Maybe they liked elves?

Time to go, decided Thorfinn. As they walked to the door, the half-orc bouncers were joking about easy marks. Thorfinn, sensing a trap preemptively twisted out of the way when passing the bouncer on the left, but Grigor got struck in the ankle by the opposite bouncer. They fought—but Thorfinn, Eliza and Grigor were subduing the half orcs but really not hitting them effectively. Petal flew out of Eliza’s hair, and started entangling the fight with ground vines and a sleep spell on Knuckles who rushed out to the melee rather late.

Thorfinn and Eliza wrestled free of the vines and finished subduing the half orcs. Daturan and the hooded figure, Allda, started golf-clapping–”Not bad, forest lovers. Grab a hold and let’s sell these suckers to Trader Sam’s”. Grigor, Arjitan, and Eliza agreed that people should not be sold into slavery, even if they were evil half-orcs, and said to meet up with them north of the cairn. Daturan continued to loot the bodies and placed 8 gold pieces into Thorfinn’s hand, saying “I’ll get more from selling these chumps then I’m handing you. Let’s go!” Thorfinn silently but grudgingly agreed—mostly to see the process this place considered normal—and helped Daturan drag the half orc around to an adjacent tent with an orc banner hanging over the entrance. With a few more gold in their purses, they left north.

At Daturan’s camp, the group discussed what they thought the plan was. The evil in the land is the power of a network of curses on a group of cairns around Galentaspar. The whole region is unhallowed. Additionally, each cairn is a desecrated area. The most powerful people in the region are necromancers and unholy clerics. The drow really only admit trade with peoples obeisant to Lolth.

Daturan hates the mayor of Anitus. Not really a yaor—more like a charismatic evangelist. Such a clever talker, Fray Underhof tricked Daturan out of a caravan full of slaves by selling Daturan right to another slaver an opposite route. Daturan has tried to assassinate Fray many times, but had failed repeatedly Fray has only increased his influence and has his own cadre of cairn keepers and henchmen. Fray lives in a tiny gap between the rocks at the base of cairn. According to Daturan, only pawns can now get close enough to Fray to be effective—and Daturan is too well known to get close.

Eliza says it is probably important enough to buy a hawk as soon as possible to let Feltor know what he’s up against. Where would they find a hawk? Should they rather go back to the rock wall? Or should they just continue to infiltrate Fray’s organization and complete Daturan’s revenge?

(D&D) Updated Calendar

Expanded dates due to improved availability!

Meet in the I St entrance hall
from 12pm, ending at 3:30pm.
Bring your own lunch/snacks.

September 17th (after Find Your Place at BUF), and 24th

October 1st, 15th, 22nd,
(Short day 22nd: 2pm)(29th no game)

November 5th, 12th, 19th

December 3rd, 10th, 17th

Faroth: Repelling Bugbears

Jan 28 write-up by Liam. His characater is Lotheric, who appeared the episode following the courageous death of his first conflicted character that took on a bugbear in the Coliseum.

The session began with the introduction of  Liam’s new character, Lothric Emberwind, a young- ish soldier who had, before fleeing on the boat, been getting people on the boat, forcing them away from the monsters, and their homes. After he came to the ruins, he had a bit of an introduction to the party, but then Hilde’s character noticed, while climbing around, that a group of bugbears were heading straight for the town. Lothric, being the fastest runner of the party, ran off back to the village, to tell the guard. He and two of the guard rushed to where the bugbears were coming from, an old, abandoned creek bed, running alongside an ancient, giant statuary (group of statues). However, being that they were ancient, and a fire giant had come through here, the statues were but rubble on the ground, all that remained were there huge pedestals. Jesse’s character, and Brendan’s character crept behind the bugbears, and while the guard were distracting them, they hopped from pedestal to pedestal, before eventually casting mage hand and toppling a pile of boulders onto the bugbears. And that was the session.