Wednesday, April 29, 2009

Session 20: There Once was a Tower

Afternoon, Kelehess 20th - Evening, Kelehess 25th
(26 days total, 18 days left until the New Moon)


The Choice
Sandwiched between bad and worse, the group despaired as it caught its breath out of sight of the guns. However, a glimmer of hope in the form of a tiny flower sprung from Hoppers inspired Portia to call on the gem frog's power to create something much larger...

Meanwhile, Jeda slunk up the tower ramp in efforts to treat with the gnolls. She playfully teased her breasts out and the gnolls, being demon worshipers, weren't horrified. In fact, they cheered her into taking everything off, at which point their leader grabbed her by the horns and began dragging her up thirty floors, the lot of them laughing all the way. She was off to meet the Lord of the Towers, finding all manner of horrors on her trip as the higher levels of the spire lost their metallic likeness and took on the characteristics of a fleshy throat, complete with writhing tongues and swallowing orifices.

The choice was made. The Liberators would not flee, come good or ill, nor abandon the Vergers fighting outside on their behalf. They would act. They would dare.

Father Oak
Portia coaxed a sprout from Hoppers, which grew into a sapling at the bottom of the ramp, which grew into an oak, and which continued to grow up and outward. The little gem frog trembled as it willed this tree yet larger and wider, its roots eventually overwhelming the pit below, its trunk bursting the tower walls, with its branches piercing all angles. The leafy top masked the group that clung to it as the tree soared upward, blasting out every level it passed with leaves and branches.

However the strain was getting to Hoppers, who showed cracks for the effort. Portia implored it to stop before it killed itself, but the little creature forced itself on anyway. When Hoppers looked about ready to shatter, it stopped, ten levels from Twisttongue's apex. The group climbed across the piercing branches and to the outside of the tower, looking to bypass the upper level guard by scaling to the roof, the Black Heart, and its master Al'kek'uma.

Lord of the Towers
But Jeda had beaten them there, taking the hard road of dragging, jeering and swallowing sections of living tower. She was spat out onto the roof and slurped by a giant tongue, undulating her up to a wide, metal disk. It hover through unseen power, bearing a great many rotted corpses like a small hill or high throne, crowned with the Black Heart. Four obese, mangy gnoll lieutenants stood sentry, each with a magic weapon (mace, maul, khopesh and axe). Naked, with her things cradled in her arms, she shivered against the wind six hundred feet off the Savanna floor and called on Al'kek'uma.

The demon master answered.

He's a twenty-foot giant with red and brown matted hair, blood-soaked, rippling with muscle from his clawed hands down to his clawed feet. His head is massive, nearly consuming half his body, great canine jaws with rows and rows of fangs. Dreadlocks like intestines dangle from his head and he has a beard of the same. Instead of genitals, he has a large, eyeless hound's head which snarls and snaps.
Al'kek'uma demanded Jeda succumb to him, and when asked what she might do he lifted her by the torso and threw her off the roof, replying, "Die for me." Thanks to the oak, however, she did not die, but instead fell onto one of the highest branches, the same as Giers' in fact, a joyful reunion.

The Offer
The group reunited, Jeda working on redressing, they scaled the tower to the metal disk where Al'kek'uma and his lieutenants waited. He climbed his hill of bodies and took the Black Heart in his claw, ordering the gnoll warlords to finish the group quickly. Quite the opposite occured, as the Liberators had the foresight to shoulder, side-step or otherwise direct the charging hyena-men over the side of the platform and to their deaths.

One survived, which the demon himself snatched up and bit the head off of. Amused, he offered the group their lives and the lives of the Vergers if they joined him. Portia demanded the Black Heart in the deal which, surprisingly, Al'kek'uma agreed to. He leaped off his mountain and dropped the heart at his feet, coaxing the boggart to come and fetch it. Despite cries not to, Portia approached. Kaylan, in her intolerance of that which was entirely evil, summoned the power of the sun, which misfired once or twice, but eventually struck with such blinding force it barreled Al'kek'uma backward. While the demon clawed at his eyes, Portia snatched the shadowy gem.

The Fall
No longer under the demon's control, all that had been made with the Black Heart vanished, namely the shadow tower which kept the real tower standing. The entire structure buckled and fell, causing all the forces below to panic and flee lest they all be crushed or consumed. Even those gnolls, lions and demons beyond the crash zone fled, knowing their master had been defeated. With a thunder and a cloud that covered thousands of feet in all directions and hundreds up, Twisttongue fell.

The father oak endured, which the group and the demon clung to for dear life. What followed was a chase down its many branches and great height. The Liberators could not catch up with Al'kek'uma, however, and he disappeared in the debris cloud. The group scaled the rest of the way down, save Portia, who was quickly learning The Black Heart was the antithesis of The Heart of the Wild.

Snake vs. Frog
Hopper, drained from sustaining the father oak, was quickly attacked by the Black Heart, turned to the form of an obsidian serpent. It wrapped its coils around the gem frog, despite Portia's best efforts, and began to swallow him! The boggart quickly began demanding things from the Black Heart to balance the power drain, but the Black Heart was cruel in its responses, giving Portia wings, then conjuring a requested sailboat on top of her head. The three of them plumetted toward the ground, though in all the turmoil the Black Heart was separated from Hoppers. Portia quickly through the evil gem away and attended to her friend, who was unmoving...

The black gem then fell into the possession of Jeda, who endeavored to master it. In serpent form, the heart wrapped around her forearm and bit deep into her vein, becoming a bracer of sorts that constantly supplied pain but offered its services as well. She conjured a shadow spider to pick through the wreckage for survivors, even as demon forces and able Verger forces fled the lingering cloud.

The Search
Kaylan rescued a golden-looking gnome from the cloud, then dove back in with the rest of the Liberators and choice, able Vergers to quickly find more survivors. Two days were spent in the search, producing less than half the army that had marched to Twisttongue. Many of the leaders of the Vergers were missing or confirmed dead, King Pongwa among them, and the surviving Dokur assumed leadership of the gnomes. General Rho was also among those that survived, aiding in the moving of rubble.

Of Frederick there was no sign, prompting Kaylan to work herself tirelessly in efforts to find him, and find either a miracle or closure. Instead she found nothing, not even in two days when the Vergers had decided to leave and the Liberators too. Giers tried to reason with her, but the heartbroken cleric was unreasonable. Still, on the third day she left with the others.

Farewell
The made for the Spitting Stone, the Wild counterpart to the Weeping Stone on Othyr, two days from their location. Before they left, Dokur wished them well and gave them a magic bag filled with some of the salvaged items collected during the search. And so the group retraced their steps, remembering all they had seen, accomplished and suffered in their weeks on the plane. No one was left quite the same, and some were not returning at all.

Return to the Weeping Stone
Much to Portia's joy, Hoppers was NOT dead, simply in a comatose-like state as it recharged. It had enough power to activate the Spitting Stone, however, and open a portal back to Othyr. The group took it, returning to the common room at The Weeping Stone Inn.

Kaylan broke the news to Petunia about Frederick's demise, sending her into shock before Jeda, for whatever reason, gave the girl a bit of hope he might still be kicking. Kaylan, distraught, moved for the stabled where she found Uncle Bart tending the horses. She asked him the way to Provia, all to keen on the task Reedthagn demanded of them, which he refused, saying she was asking him to kill her. They eventually found some sort of common ground and the cleric agreed to stay for dinner. When Bart met Jeda, however, he left with disgust to prepare things, questioning if Kaylan dared trust the half-demon.

Jeda got her small revenge in stealing from the wine cellar. Giers, meanwhile, went to comfort Petunia once she'd fled from the sight of the tiefling. Though wacked in the nose with a broom, his efforts seemed fruitful in that Petunia might have taken a shine to him. And Portia hung in a quiet corner, caring for the living Hoppers.

And so the group took a breather as the sun set over a cold, autumn forest in the middle of the Kingdom, Othyrian nation that despised the lot of them.


Experience: 400 xp each (6,988 total)
Magic: The Black Heart (Jeda), Dokur's Gift Bag (Group, to be decided on)
Loot: gnoll leg (Hulda); a fine wine, 2 bottles of vodka, 2 bottles of rum, 1 handle of whiskey (Jeda)
Money: None
Crafts: mechanical frog (Portia)

NPCs:
Al'kek'uma, the missing demon of the fallen towers
Pettil, gnome Kaylan carried through the cloud

Dokur's Gift Bag:
Kaylan: Eyesting Powder x2, Potion of Clarity x2,
Medic's Mace +1
Hulda: Terror Maul +1, Basket of Everlasting Provisions
Jeda: Rending Khopesh +2, Bag of Holding, Strange Leather Tome
Giers: Fortification Plate Armor +1
Portia: Panther Spirit Leather Armor +1


Eyesting Powder (x2)
The fine black powder in a supple leather coin pouch has a bitter smell and burns the skin.
Level: 4
Price: 80 gp
Alchemical Item
Power (Consumable • Poison): Standard Action. Make an attack: Ranged 2/5; +7 vs. Fortitude; the target is blinded until the end of your next turn. Aftereffect: The target takes a -2 penalty to attack rolls (save ends). Creatures that do not rely on sight to detect other creatures are immune to the blinding effect, and instead suffer the aftereffect as the initial effect, with no subsequent aftereffect.

Potion of Clarity (x2)
A smoky glass vial contains cool cyan liquid that hones your physical and mental acuity at a critical moment.
Level: 5
Price: 50 gp
Potion
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, once during this encounter as a free action, you can reroll a d20 roll you just made, gaining a +1 bonus on the reroll. You must use the result of the reroll.

Terror Maul
The crush of this weapon sends waves of fear through its target.
Level: 4
Price: 840 gp
Weapon: Hammer
Enhancement: +1 attack rolls and damage rolls
Critical: +1d8 damage
Power (Daily • Fear): Free Action. Use this power when you hit with the weapon. The target takes a –2 penalty to all defenses (save ends).

Rending Khopesh
When this crescent blade scores a devastating strike, you can continue your assault.
Level: 9
Price: 4200 gp
Weapon: Khopesh
Enhancement: +2 attack rolls and damage rolls
Critical: +1d6 damage
Property: Whenever you score a critical hit with this weapon, make a basic attack against the same target

Khopesh:
Military one-handed melee weapon
Damage: 1d8
Proficient: +2
Range: -
Weight: 8 lb.
Properties: Versatile, Brutal 1 (reroll damage rolls of 1 until you get something higher)
Group: Axe, Heavy blade

Medic's Mace
A divine warrior of any kind can use this mace to bring victory in the name of his deity.
Level: 4
Price: 840 gp
Weapon: Mace
Enhancement: +1 attack rolls and damage rolls
Critical: +1d6 radiant damage
Property: When you use a Channel Divinity power during combat, an ally within 10 squares of you regains an amount of hit points equal to your Charisma modifier plus this weapon’s enhancement bonus.
Power (Daily): Standard Action. Gain one additional use of Channel Divinity for this encounter.
Attunable: At the moment it is attuned to Krysarok, god-thing of demons and dragons, but can be prayed over to convert to any other desired deity.

Fortification Plate Armor
This bronze plate armor has pauldrons and a breastplate resembling shields, whose crests alter to those of your family or city.
Level: 4
Price: 840 gp
Armor: Plate
Enhancement: +1 AC
Property: Whenever a critical hit is scored against you, roll 1d20. On a result of 16–20, the critical hit becomes a normal hit.

Panther Spirit Armor
Crafted of supple leather from a fey panther’s hide, this armor is imbued with the panther spirit’s power and resilience.
Level: 5
Price: 1000 gp
Armor: Leather
Enhancement: +1 AC
Power (Daily • Healing): Immediate Reaction. Trigger: An ally within 5 squares of you hits an enemy with a melee attack and is flanking that enemy. Effect: The triggering ally regains hit points equal to half the attack’s damage.

Strange Leather Tome (not magical)
The book is written entirely in Dwarven runes. It's soft leather cover is oil-stained and its pages roughly-edged.
Category: Gear
Price: Unknown
Weight: 3 lb
Properties: Unknown

Basket of Everlasting Provisions
This plain basket radiates delicious smells.
Level: 4
Price: 840 gp
Wondrous Item
Property: After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.

Bag of Holding
This item appears to be a simple sack of brown canvas.
Level: 5
Price: 1000 gp
Wondrous Item
Property: This bag can hold up to 200 pounds in weight or 20 cubic feet in volume, but it always weighs only 1 pound.
Drawing an item from a bag of holding is a minor action.

Wednesday, April 22, 2009

Alternates

I'll need the links for your alternate character sheets by next session. If you need anyone to help or bounce ideas off of, I'm available.

Session 19: Battle of the Twisttongue

Morning, Kelehess 20th - Afternoon, Kelehess 20th
(21 days total; 23 days until the New Moon)


The Fourth Day
After three days of preparation, the fateful time of attack had come. It was a gloomy morning, gray and drizzling, and morale wasn't much brighter. Light or no breakfasts were had as even the satyrs stayed quiet. Thoughts of what lay ahead began to bear down, the heart of Al'kek'uma's power, the last stubborn claw dug into the Savanna, manned by a reportedly superior force.

Arrival of the Moles
Then the great moles of Tahmuras came, ten in all, each of them some thirty feet long and erupting small hills of dirt. Their claws were like plows and their teeth shovels. Portia and Hopper treated with them (much to Pongwa's jealousy) and the war council laid its simple, perhaps reckless, plan out. Sap the tower, unbeknown to the demon's forces, while the Vergers provide the distraction.

Morale
The mood was somber as friends, family and lovers wished each other well and took the heads of their regiments. Sixty to each of them, a mix of four fey races, beside five other regiments consisting of the other Verger leaders. Newly present among the leaders was Arkith, Beastlord Hound and master of the Cu Sidhe, looking like Bannoch but all grown up and just about the size of a rhino!

The Vergers lined up and ready by mid-morning, the march began with a daring step from the king of the Wadi Hafa. However it was obvious the effects of the weather and the weight of the task at hand were dragging the troops feat. The scions attempted to boost morale all the miles-long march, but only Hulda was able to transfer her feelings, power and will into the ones that followed her, almost as if this sort of thing were in her blood. Portia tried her own hand at inspiring the troops, calling on a rhreen named Blaster as a perch, but a hard fall in the mud soiled her credibility.

Koorla
The army sloshed through wet plains and hardening rain until something was spotted in the distance, a great smoldering heap that once was the village of Koorla. The Vergers stole themselves, fighting the thought that all Savanna civilization could be reduced to black charr and their peoples wiped out or made low. The gnomes knew well the cruelty of demons, and rhreen the hurts of generational slavery as well.

In the distant haze of rain and river fog, the tower loomed but a mile away, with a darkness like the antithesis of light flickering from its pinnacle...

Twisttongue Tower
It was a good bet the enemy knew of their approach, but that was the point, and the Vergers marched through killing fields, mud churned with guts and gore, and through a heavy sheet of rain to the beacon of woe...

As if a curtain lifts, the heads of the column pierce a particularly fierce veil of rain and there it is... Twisttongue Tower no more than a thousand feet away in all its gruesome glory. Its a six hundred foot tower of twisted metal, welded by demon fires and flesh. Its base is almost entirely raw iron, blood stained and riddled with razors and spikes, but the further it climbs, the more it takes on the appearance of a giant limb, for hundreds, maybe thousands, of flayed skins of varying sizes wrap its higher reaches. Something like lips, a thick ledge of bodies, crowns the structure and from it erupts a spiraling, writhing pinkish mass like the tongue of a titan. At its tip is embedded a platform whereupon the black light shines.

Two great, circling barricades ring the elevated base, trenches dug from the river to provide moats, all of it filled with razor wire and sharpened bones.

And worst of all, an army of thousands stands the ready, positioned on the banks between moats. Mostly gnolls, large contingents of lions also lurk, as well as spots of unidentifiable abominations of mangled parts and flickering elements... demons. There is also a great and putrid smell seeping from the four holes in the hill that is the tower base, where hundreds of undead steadily creep.

Hundreds of black buzzards like a low-hanging storm cloud wheel their way around the tower heights, waiting to feed.

The Battle
Swallowing their fear, the Vergers stole themselves and charged! Their first obstacle was a nasty, sunken barricade meant to tangle, cut and drown. Scores of vergers were hung up on this grizzly wall, reinforced with corpses, of which their own soon supplemented. However, when enough bodies shielded the razor wires and bone shards and made stepping stones to the far bank, the army continued.

The wall had done its job, though, slowing the charge enough for the tower artillery to position itself. Then rained arrows, bolts, ballistic spears and even shrapnel-exploding devices. The vergers were trounced a second time, though many shields took the edge off, and grit kept them moving forward.

A wall of gnolls met the charge, fey crashing into monster in a cascading rumble. Both sides dug in their heels, pushing either way, the gnolls stabbing all the while with their simple weapons and shields, but superior skill and arms, coupled with some miraculous rallying and flanking tactics on part of the regiments, broke the lines and consumed the monstrous first legion.

Yet no sooner had the gnolls been dispatched savanna lions, corrupted from the noble kings of yore, enacted their own pincer flank. The vergers scrambled into ranks, meeting the ferocious pounce of prides. Heavy losses were had against these beasts, led by their demon-twisted beastlords, but Portia and her regiment laid in wait under the corpse debris, waiting as the lions circled back for those vergers unable to shake the harrying lions. As they came back around, Portia's unit pounced, allowing the last of the vergers to move on ahead, but in doing so getting trapped by the vengeful prides themselves. Portia's friends and their troops came to her aid, together smashing the lions out of existence.

They moved on to the second barricade at the base of the tower's hill, clearing it much quicker than the first, though not without losses. And losses there were, a dwindling of vergers that continue until Kaylan was on her own, her regiment decimated, a lone light in the sea of darkness. Still she persisted against all odds, expending boons and banes in the name of Kalinda.

Half-way up the hill, tremors and noticable sinkholes began to appear around the base. The moles were doing their part with furious efficiency, but were drawing far too much attention to themselves. If the tower knew of the plot too soon, they might take preventive measures and ruin the whole operation. Hulda called on the power of the twins to summon an arctic breeze from her homeland, crying out with the ring of the mountain storms, whilst Jeda expunged her own, more fiery roar, allowing the demon to take over as she surged with her troop up the gut-mud slippery slopes. The clamor was more than enough to pull the tower eyes and enemy troops on top of the verger threat.

However a second legion of gnolls, hyenas and scattered demon leadership bore down on them. The fight culled most of Portia's troops, leaving her with an elite team that managed to infiltrate beyond the initial vanguard and slay the demon strategists. The others followed, also taking more losses. Jeda continued to lead the way, to victory or ruin, more and more of her forces falling off as more and more enemies sprung. Yet the tiefling finally reached the doors of the tower itself, turning her back to them to defend against a breath-stealing horde of enemies quickly surrounding and closing around the comparatively meager verger army.

Eventually the remainder of the army stood huddled at the doors, a cresent formation defending against wave after wave of gnolls and undead, the occasional canine demon taskmaster lashing them on or attacking with particular ferocity.

Shadow of the Black Heart
And then the tower began to crumble. The spent fey army looked up with tears of hope as the great monolith swayed and a million cracks like so much lightning ran up the tower to meet their heavenly counterparts flashing wildly in the stormy sky. A great wail was heard from the tower top, a demon's voice like the end of all things, and the black antilight flaired.

The power of the Black Heart turned verger tears into those of despair as it created a shadow copy of the tower, one that reinforced and supported the buckling material structure. The moles erupted near the Vergers, their jobs done in as far as they could complete them, and began defending alongside the last hope of the Savanna. Lady Goldhorn and King Pongwa lamented, as General Rho, Arkith, Frederick and Dokur fought furiously to hold back the crushing evil with their sorry numbers. Nearly half the army was dead, now...

Eyes turned to Portia, Hopper in her hands, to counteract its ebon twin, but when the boggart held the gem frog up high all it could do was croak timidly. The transformed fey gem had failed them.

Newt Gibbings and Catastrophizers
There was but one option left: enter the tower and disarm the Black Heart. Then the abyssal antenna would be allowed to fall, hopefully wreaking untold havok on the The Lord of Twisttongue and his forces. The Vergers agreed the Liberators should go, miracle workers in a pinch, while they did they best to hold the lines. It wouldn't be more than a few minutes, at best...

Portia tucked Hopper away and began to unravel the complicated mechanical lock attached to the forty foot doors of the tower, whilst the others defended her from all sorts of attack. It was desperate maintaining even a foot as the vergers constricted into even tighter formation, but they allowed the swift boggart time enough to pop the lock.

Though wanting the entire army to follow her, the rest of the group quickly ushered Portia inside while the vergers remained defending their passage. The Liberators nearly fell into a huge, deep pit of collapsed flooring and foundations. Backs to the perimeter wall, they slowly edged their way toward the spiraling ramp up toward the Black Heart.

Mech Warriors
But the pit wasn't empty. Two great machine men, giants of metal shielding with huge, revolving cannons with long missile ribbons for hands, fought their way through the uneven mess below. These mechanical warriors were not automated, though, rather massive suits driven by pale, twisted, hideous dwarves with straggily black beards and glimmering eyes. They aimed their arms for the passing group and fired, spraying the group with a torrent of bullets. Had the firing arms of the mechs not been at such a distance and so sharp an angle, the group might have been slain outright.

Twisttongue's Throat
As it was, the Liberators endured, making it to the ramp and completely out of the mechs' sights. Yet they were exhausted, with a six hundred foot climb still ahead of them, the noises of machinery, gnolls and worse thundering the whole way up. Emotionally, mentally and physically exhausted, the weight of the vergers' fate and the Savanna's freedom on their shoulders, evil pressed on all sides, the future looked bleak...


Experience: 1000xp each (6588 thus far)
Money: None
Magic: None
Loot: None

NPCs:
Arkith, Beastlord Hound and leader of the Cu Sidhe
Blaster, rhreen soldier and Portia's perch

Thursday, April 16, 2009

Session 18: Victims

Morning, Kelehess 16th - Night, Kelehess 19th
(20 days total; 24 days until the New Moon)


(space reserved)



Experience: 200 xp (5588 total, LEVEL UP 5)
Magic: None
Loot: -1 set of garments from Jeda and Portia

NPCs:
Gort, satyr rapist and Jeda's triumphant tormentor

Thanks for being so understanding last session, guys. Enjoy the level up! And be prepared for some action come Tuesday.

Wednesday, April 8, 2009

Session 17: Camps and Councils

Morning, Kelehess 15th - Night, Kelehess 15th
(17 days total; 27 days until the New Moon; 113 days left to raise Isabella)

Information
Taking what she learned from Kelesha, Jeda made a report to General Rho in the early hours of the morning. He subsequently sent a scouting party ahead to confirm or deny any of what the tiefling told him. Unlike most rest of the camp, the leader of the Rhreen did not seem to judge the warlord.

Morning Camp
The scions woke in various states of rested, Kaylan and Giers most so. The two young lovers happily made their way back into the village, greeting all they met with smiling faces. Portia came back into town and introduced everyone to Hopper II, the little emerald frog eager to meet Kaylan... and hump her, much to the chagrin of the boggart. The group was reprovisioned for their journey back to Othyr, while the Vergers had light breakfasts and readied to depart eastward.

Heart to Heart
A slip of the tongue on the paladin's part uncovered the fact the Vergers were not taking the Heart of the Wild into battle, rather it was staying with Portia. Giers took the rogue off to the side and tried to reason with the half-goblin on the importance of the Vergers having such a potent weapon. However, Portia would not relent, making valid claims on what was rightfully hers and tarnishing the trustworthiness of King Pongwa. Giers eventually gave up, putting an awful amount of guilt on Portia by saying the Verger's potential failure would be her fault. This left her in a terrible mood.

Ethics
Meanwhile, Kaylan strolled down to her favorite rock. Unable to say goodbye to Frederick himself, the warden having gone on with the scouting mission, it was her way to closure. Jeda tagged along, watching with mild bemusement as the cleric closed a chapter of her life in the Wild.

There they met up with Dokur, optomistic and thankful, come to wish them luck before he tried catching up to the scouts. The girls wished him the same as he disappeared into the tall grass.

On the way back, Kaylan asked Jeda if she'd been given a mission by Reedthagn. The warlord didn't lie, spelling exactly what it entailed, namely an assassination. Dark-born and dedicant-to-light quickly fell into a heated debate on each other's ethics and the hypocrisy and irresponsibility there in.

Hulda's Decision
The sleepyhead urias finally woke, looking all around for Bannoch the now-vanished cu sidhe. On seeing that the Vergers were packing up and leaving, she found herself at a true crossroads. When the others returned, she made a case to her brother on going with the army and seeing what they'd started finished. Giers validly argued on the many time tables they were on, namely Reedthagn's new moon deadline and Isabella's raising. Kaylan interjected, then, saying she managed a ritual that would extend Isabella's return time by four times the normal limits, quite a spell indeed.

Hulda, having heard enough, scooped Portia and Hopper II in her arms and made after the army. She stuck three fingers out, demanding three days to find their peace. The paladin reluctantly agreed, even as Kaylan also followed. Jeda came last, calling it suicide from her gleaned intelligence. Still the group followed and finally the tiefling angrily came around.

Night Camp
Caught up with the tail end of camp, the scions marched with the Vergers until nightfall. As soldiers set camps,

War Council
Within the war tent, King Pongwa and General Rho poured over a fire, but also a new face, that of a beautiful satyr with golden horns and tightly-cropped red hair. Lady Goldhorn, leader of the Ganadon satyrs, who studied the group as the gnome lord greeted them. Bannoch was there too and quickly found Hulda with barking glee. Dokur came in after with Frederick to listen as well.

The Plan
Seemingly exasperated from all their brainstorming, Lady Goldhorn asked the scions for ideas as to a plan to attack Twisttongue Tower. It was Jeda and Portia who spoke up, formulating a plan in which the Vergers were really more a distraction while the tower was sapped. However, to sap a tower in the span of a battle would require engines of digging. Lady Goldhorn suggested the giant moles of Mount Tahmuras, but it would take at least a week to wrangle even one, much less a force large enough to topple the last tower.

The boggart asked Hopper II if he could help, where upon his chest bulged to show several of the giant moles on the gravelly slopes look up, as if summoned, and begin digging. Three days it would take to reach them, where upon an attack could commence. King Pongwa, having come to trust the Liberators (as he called the scions), was all for the plan, though Dokur and Frederick were rather skeptical to its chances of success. General Rho was mute on the matter, and so it fell to Lady Goldhorn to decide if it held merit enough. Trusting the Liberators, but even more so the Heart of the Wild, she agreed on Jeda and Portia's plan. In three days, they would attack, the Vergers the diversion for a very unexpected attack.

And so the Liberators departed into the camps, the weight of the war effort now firmly on their shoulders.

Girl's Night
Giers asleep, a miffed Kaylan wandered the camp until flagged down by Hulda, who, with Portia's aid, had also dragged Jeda to the fire. There Hulda revealed a nice, big stogie, and the warlord broke out her liquor. The barbarian thought a bonding experience was in order and easily enough the others fell into it, laughing, drinking, passing the blunt and sharing small stories, hopes and curiosities. After much inner turmoil, it seemed the women of the group were finally discovering their similarities.

The Rape
On Jeda's egging, the very drunk Kaylan wandered throughout camp intent on finding Frederick. She did, by some miracle, and quickly came onto him. The two went at it like animals, until the cleric began catching a little too much of an animal vibe. Her senses beginning to clear with the fading of the drinks, she realized she was riding a satyr! Another crept behind her, intent on joining as well, and she frantically tried to escape. However the two satyrs weren't letting her go until they were satisfied. Horror overtook the cleric as she was overpowered and used, and she screamed, loud enough for Jeda, Portia and Hulda to hear.

The girls came to the rescue, Jeda splitting one of the satyr's heads like firewood and Portia peppering the other in a hail of lethal stars. Other satyrs rose to join the fight, confused, scared, but mostly angry. That's when the half-giant crash landed onto the scene, though after a quick assessment of their foes dropped her maul and brawled them instead. Kaylan ran off, Portia following, and the raging warlord and barbarian took on dozens and dozens of woken satyr camps.

Repercussions
Before too much more chaos ensued, General Rho and Frederick came onto the scene. After prying satyrs from Hulda and disarming and subduing Jeda, Kaylan's story was explained. The Rhreen leader declared the matter settled, the offending party having paid the price (with their lives). The rueful Ganadons took Dar and Blon to be buried.

Portia comforted Kaylan, then met with Jeda for a fireside chat while the cleric and barbarian went to bed. Already spiteful rumors had begin to spread, of Kaylan's being a slut and the group having wronged the satyrs. A seed of discontent was sown, though to what ends amongst the Vergers or the war effort remained to be seen...


Experience: 250xp (5388xp total)

Magic Items: None

Loot: Supplemented trail rations

Money: None

NPCs:
Lady Goldhorn
Dar
Blon

Satyrs:
Knowledge Gleaned: Spawned from Lordanna's loins, satyrs are lustful, roguish half-goat fey that dwell in wooded spaces. Frivolous in the extreme, they are an unmotivated and difficult lot to get along with for long. Skilled in all aspects of hunting, music and art, their true passions are wine and fornication (and they don't care where or how they get either).

Satyrs tend to be cheeky and often cruel, playing all sorts of pranks at others' expenses. They, like their games, can quickly turn deadly, especially if one of them is offended (which is exceedingly easy to do with most fey). They are selfish by nature, but the Ganadon, with their more level-headed leader, are working against the demons in a concerted effort just the same (perhaps because Al'kek'uma would eventually threaten their way of life).

They favor light, if any, armor, bows, bolas, lassos, javelins, and short swords. If they can, they will set animal traps, snapping steel jaws, pits and the like. They also prefer untamed nature to any sort of garden, park, or settlement, connecting to the raw primalness.


Knowledge Arcana or Nature (must be trained): Satyrs are all male, the embodiments of phallic power and men's rougher, even barbaric, edges. Without shame or regret, satyrs often say and do things that would shock those of more civilized bent. Sex and alcohol are necessary for their very survival, nourishment like food, and without it they wither into elderly-looking satyrs known as sileni. Hungry or thirsty satyra are
dangerous things and they will resort to violence, rape and threats in order to obtain what they crave.

In the Ganadon tradition, the most female-like male in their forest is elevated into a position of esteem, dressed and prepared to look and act the part of a lady. Their current hermaphroditic leader is Lady Goldhorn, her billowy white gowns helping sustain much of the feminine illusion.

Friday, April 3, 2009

Races

Races of Lorana

Dregoi

Dwarves

  • Halflings

Elves

  • Half-Elves

Feladrin

Gnolls

Goblins

  • Boggarts

Half-Giants

Half-Orcs

Humans

  • Athar
  • Azerbadi
  • Devuk
  • Nors
  • Otezuma
  • Prima
    • Liscari
    • Tolernan
  • Soverosi
    • Jiwari
    • Umabi
  • Tirbukan

Minotaurs

Raptorans

  • Ethrey

Vampires

Average Height: 5'5 - 6'2
Average Weight: 140 - 220lb.

Ability Adjustment: +2 Cha; +2 Dex or +2 Con

Size: Medium
Speed: 6
Vision: Darkvision

Languages: Infernal, Nors

Skill Modifiers: +2 Intimidate, +2 Stealth

Bloodhunt: You gain a +1 bonus to attacks against bloodied creatures.

Graveborn: You have Resist Necrotic 5 + 1/2 your level, and Vulnerability Radiant 5.

Shadowy Origin: Your ancestors came from the shadow plane of Cadavera, thus you are considered a shadow creature for the purpose of effects that relate to creature origin.

House Heritage: You receive extra bonuses depending on your house of origin:
Il'spana, +1 Diplomacy and Stealth
Lorein, +1 Intimidate and Religion
al'Zareef, +1 Arcana and Diplomacy
Calalas, +1 Intimidate and Nature
'Dir, +1 Acrobatics and Thievery
Mallus, +1 Endurance and Nature
Ruiz, +1 Athletics and Bluff

Child of Night: Once per encounter, you can use either blood drain or haunting gaze:

Blood Drain (Vampire Racial Power)
You sink your fangs into an defenseless victim, draining away their life to sustain your own.
Encounter
Standard Action
Target: One Natural or Fey Creature
Requirement: Must have Combat Advantage.
Restriction: Constructs are immune.
Attack: Str, Dex or Con +2 vs. Reflex
Hit: You heal 1d6+Con hit points and inflict that much damage on the target.
Increase the bonus to +4 and the damage to 2d6 at 11th level, and +6 and 3d6 at 21st.
Special: When you create your character, choose Strength, Dexterity or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.

or

Haunting Gaze (Vampire Racial Power)
Your piercing gaze floods a victim's mind with your darkest thoughts.
Encounter (Gaze): Charm, Psychic, Fear
Standard Action
Range 5
Target: One Creature
Attack: Int, Wis or Cha +2 vs. Will
Hit: Target is dazed (save ends)
Increase the bonus to +4 at 11th level and +6 at 21st.
Special: When you create your character, choose Intelligence, Wisdom or Charisma as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life.


Dhampir

Average Height: 5'5 - 6'2
Average Weight: 140 - 220lb.

Ability Adjustment: +2 Cha and +2 Con

Size: Medium
Speed: 6
Vision: Low-light

Languages: Infernal, Nors

Skill Adjustments: +2 Endurance, +2 Intimidate

Dual Heritage: You can take feats that have either vampire or human as a prerequisite (or dhampir-specific feats), granted you meet any other requirements.

Gravekin: Your vampiric ancestry affords you a +1 bonus to Fortitude defense and +2 bonus to savings throws against necrotic effects.

Child of Twilight: You canchoose either blood drain or haunting gaze as a racial encounter power (see above). The choice remains throughout your character's life.


Feats

Otherworldly Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on elemental and immortal creatures. You receive any resistances or vulnerabilities the target has for the remainder of the encounter.

Aberrant Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on aberrant creatures.
You receive any resistances or vulnerabilities the target has for the remainder of the encounter.

Shadow Drain
Prerequisites: Vampire, blood drain racial power
Benefit: You can use your blood drain on shadow and undead creatures, including other vampires.
You receive any resistances or vulnerabilities the target has for the remainder of the encounter.

Kiss of Death
Prerequisites: Vampire, blood drain racial power
Benefit: Instead of healing from your blood drain, you can deal that much more damage to the target.

Eternal Hunger
Prerequisites: Vampire, blood drain racial power
Benefit: On a hit, your blood drain deals maximum, lethal damage.

Slowing Gaze
Prerequisites: Vampire, haunting gaze racial power
Benefit: You can choose for a successful haunting gaze attack to slow (save ends) a target instead.

Nightmare Gaze
Prerequisites: Vampire, haunting gaze racial power
Benefit: Whenever the target fails a save against your gaze, it takes 1d6 psychic damage.
At level 11, increase the damage to 2d6. At level 21, increase the damage to 3d6.

Dominating Gaze
Prerequisites: Vampire, haunting gaze racial power, level 15
Benefit: You can choose for a successful haunting gaze attack to dominate (save ends) a target instead.

Horrific Gaze
Prerequisites: Vampire, haunting gaze racial power, level 15
Benefit: You can choose for a successful haunting gaze attack to stun (save ends) a target instead.

Ancient Fortitude
Prerequisites: Vampire, graveborn racial trait
Benefit: You are immune to disease and poison. Your vulnerability to Radiant becomes 5 + 1/2 your level. When exposed to natural sunlight you lose a healing surge.

Ancient Will
Prerequisites: Vampire, graveborn racial trait
Benefit: You are immune to dominating effects. Your vulnerability to Radiant damage becomes 5 + 1/2 your level. When exposed to natural sunlight you lose a healing surge.

Psychic Waltz
Prerequisites: Vampire, haunting gaze racial power
Benefit: When you successfully hit with haunting gaze, you can shift the target 1 square in addition to keeping it dazed. Every round the target remains under your control, you can slide it 1 square.

Ravenous
Prerequisites: Vampire, bloodhunt racial trait
Benefit: You receive a +2 to attacks against bloodied enemies instead of +1. If you kill three enemies during an encounter, you receive +3 against bloodied enemies until the end of that encounter.

Cull the Weak
Prerequisites: Vampire, bloodhunt racial trait
Benefit: Bloodied enemies grant combat advantage to you.

You Can’t Hide
Prerequisites: Vampire, bloodhunt racial trait
Benefit: Bloodied enemies cannot benefit from cover, concealment or invisibility against you.

Graveborn
Prerequisite: Dhampir, gravekin racial trait
Benefit: In addition to the gravekin racial trait, you also have a vampire's graveborn.

Night Stalker's Sight
Prerequisite: Dhampir, low-light vision
Benefit: You have darkvision and receive a +3 bonus to Perception checks.

Races of the Wyld

Changelings

Gnomes

Phooka

Shifters

Wilden

Races of the Dark

Humans

  • Barovian

Revenants

Nosferatu

Vistani (Shadar’kai)

Races of the Elemental Maelstrom

Genasi

Tieflings (Demon)

Races of the Astral Sea

Races of Heaven

Deva

Races of Hell

Duergar

Imp

Tieflings (Devil)

Races of the Void

Races of Carceri

Races of Artifice

Hearts (Shardminds)

Warforged


Banners

Here's a chronological list of blog banners, to be updated as they are.


Campaign Opener (promising high sea adventure someday...)


Green Chapel


The Spirit of Winter


Lhekrina


Mangletooth Tower


The Savanna (renewed)


Merlodia (the unvisited)


Reedthagn


General Rho


Al'kek'uma


Provia

Siege of Crowperch Estates

Wednesday, April 1, 2009

Session 16: Out of the Ashes

Morning, Kelehess 14th - Night, Kelehess 14th
(16 days total; 23 days left to raise Isabella; 28 days until the New Moon)


The Rotter Pile
Along with the demon, half-demon, and their cadre, the terrain itself lent itself to evil. The pile of forty or so charred gnome corpses began spewing zombie soldiers under The Conjoined's control. These zombies seemed in an endless supply, two at a time clawing through the heap and out toward the group.

When the demon was eventually destroyed, his many zombie minions fell with him, and their production was halted. A closer examination of the heap revealed that it was squatting over a small tear into Cadavera, the shadow plane, where scores of undead thrived. However, without someone to maintain the tear, it quickly sealed itself back up.

Despite being small walking corpses, they packed a mean punch and managed to batter several scions.

Sister Complex
Krander Half-Demon harbored a strange fixation on the women of the group. At first his entire focus was on Hulda, trading mighty blow for blow until the urias made a mad dash after Nelisha. It wailed on her all the way, begging her to stay with him, and always calling her sister.

Then it turned its attention to Portia, smashing her again and again and knocking her prone besides. Finally the boggart had enough, unleashing a violent wrench beat down that left the half-demon a collapsed heap.

Nelisha's Demise
The huntmistress that parlayed her freedom out of the tower with the life of Pongwa, only to return now and try to destroy them again, was begging to be slain. Hulda was all too happy to oblige, though not without some effort. Nelisha, despite the tremendous blow from the urias, survived and began bobbing and weaving between her allies in attempts to delay her demise. She screamed for help all the while, managed to land a few blows and arrows to the half-giant, but ultimately screamed her last against Hulda's onslaught.

The Light of Kalinda
Kaylan very quickly found herself pitted against the true demon, light against dark, Kalinda's servant against a devotee of Krysarok. The Conjoined, though never landing a blow on the cleric, was no small matter, nearly slaying Jeda before her healing and Dokur, too. Yet all too soon its life was spent and it retreated to a circle of corpses utop the regenerating heap. There Kalinda's will was made known as Kaylan delivered two brilliant radiant attacks that jolted and frightened the abyssal entity. So worn from the cleric's efforts, it was a simple-enough matter for Hulda to cream the monster into oblivion.

Kelesha's Escape
The last survivor of the demon's cadre, Kelesha fled Jeda and made for the open plain. Though the group possessed ranged attacks and ample speed, they quickly found a gnoll with a headstart was nothing short of unreachable. She quickly outran any attempt to catch her, taking paltry damage for the effort, and vowing they would come to fear the name Kelesha. Jeda flipped her off as she went and the group went to consoling and aiding poor Dokur.

Burying the Dead
Dokur's people were dead, or so he thought. Efforts began to dig forty graves for the forty fallen just outside the village, a task that consumed the entire morning and half the afternoon. As Portia said passingly, at least they were small bodies. However during the whole time, even with comforting prayed from Kaylan and Giers, there was no consoling the wadi hafan guide.

Yet when all were bured, Dokur had a funny look. Though the bodies were burned, he didn't recognize even one of them. Portia also found that the many mud huts were practically vacant, missing the innards of homes, as if people weren't living in them at all. It was only later, once the army came, that they realized Tifana was emptied in the attack on Runnyeye and that The Conjoined had destroyed an empty town. Those charred bodies were actually the gnomes of Koorla, the village just outside Twisttongue Tower, Al'kek'uma's last stronghold on the Savanna, a mass murder out of frustration for fey inssurection.

Dokur's Decision
Kaylan invited Dokur to join them permanently as a member of their group. The guide was unsure, knowing Othyr was a sad place for a gnome. Yet what did he have but ruins and graves, a fact made plain but the not-so-subtle Jeda. He asked Kaylan if he could think it over and wandered off, trying to find his way. Though there was invitation to go to Othyr, there were other gnome villages in the south and east, also under demon rule (he being unaware of the news of victory to come).

Effigy of Krysarok
The group wished to wash off the dirt, sweat and char, but the town spring had been tainted with blood. Looming over it was a black stone idol of Krysarok, looking like a cross between a dragon and demon with tentacles for a face. Portia examined it, discovering its function due to magic versus any interesting mechanical work like in Mangletooth. The consensus was to knock it down, but before they could give a shove, Jeda and Giers' touch seemed to deactivate the monolith. Its red eyes faded black and the water became fresh and clear. The boggart quickly cleaned herself off, soon joined by the paladin.

The Rock
Kaylan, having not found Frederick in the pile of dead, wandered back down to the rock they once made love on. Jeda followed. There they found a brilliant patch of pink flowers had sprung in the exact impression of the cleric's pressed body. She took one to press and said a silent prayer for his well-being.

The Vergers
While down by the rock, Jeda and Kaylan noticed the grass in the distance begin to steadily rise. They soon realized those blades of grass were just simply blades belonging to spears and halberds. They fled an approaching army consisting of small, spear-holders and enormous halberd wielders, though heat distortion and distant preventing any real identification.

Once back in the village, the scions feared this was a demon army led back to them by Kelesha. Frantically, Jeda demanded Giers fly up and see who they were, but the ethrey was shone as a flightless bird. The tiefling took the opportunity to chide him, calling him penguin, but Hulda helped her brother out by simply tossing him a good thirty feet in the air. Portia scrambled onto a roof, wanting to see herself after a glimmer of green light promised her heart's desire. Both of them saw that the small soldiers were, in fact, gnomes, and the larger giants of grey skin with rhinocerous heads. There were also satyrs and humungous dogs with them.

Before much longer, a contingent of gnome scouts emerged from the tall grasses with bows trained. Some recognized you and lowered their weapons, while others seemed not to. Once the army caught up, most of the front-line gnomes also recognized you. These were Tifanans and to them you were heroes, doubly so when they found a slain Conjoined and Krander strewn about.

Bannoch!
Suddenly a hound the size of a pony burst through the ranks and lunged at Hulda, coat such a deep green it seemed nearly black. Giers readied his spear, until he saw the dog was excitedly licking the urias up and down. Hulda laughed and fell to the ground with it, happily reminded of the dire wolves of her home.

Dokur later revealed this was Bannoch, a favored son of the Beastlord Hound Arkith. Still little more than a pup, he didn't yet have the ability to speak, though was quite intelligent and playful. He took a shine to the urias immediately.

Frederick
King Pongwa and the leader of the rhinoceros people, called Rhreen, approached then, dragging a beaten Kelesha behind them. Forgoing greetings, Kaylan asked the king if he knew where Frederick was. The Nors questioning voice was her answer, whereupon she turned and hugged him fiercely. Words were exchanged, mixed with emotion and perhaps a little judgement.

A Precious Problem
Pongwa, for the life of him, seemed unwilling to part with the Heart, even at the continued insistence of Portia. Eventually she exploded in anger and insults, provoking the king to thrust the gem in her stomach and growl she'd have to learn its lesson the hard way. And so she stormed off to a private spot out of town to brood.

Mistrust
Most of the camp looked at Jeda warily at best, and had she been alone they'd have attacked her. As it was they held her by spearpoint, something she didn't much like. She should have known reason had little to do with things, but she pleaed her case anyway.

She also seemed to take a liking to Frederick, perhaps looking for a rise out of Kaylan, even as she parted ways with Frederick to go after Giers. The cleric seemed upset that the Nors would not be returning to Othyr with them, at least not yet. He was a member of The Verger war council and would not abandon them on the cusp of their final and most important battle.

Interrogations
General Rho, the Rhreen leader, approached Hulda and asked if she would do the honors of beating information out of the gnoll Kelesha. The urias agreed, tying a rope between Bannoch's back leg and Kelesha. Then she began playing with the Cu Sidhe, the hound's resulting hopping, running and jumping dragging the gnoll behind him. Before long she was an unconscious hunk of meat, where upon Hulda untied her from Bannoch and Jeda took over...

Gem Hopper
Having fought with King Pongwa, Portia was in a terrible mood, camped out on a roof wondering over the Heart of the Wild. She asked if it liked her and it scryed her own reflection starting into the Heart. Cryptic answer, at best. The boggart continued to emote and prod the gem for some sort of comfort and companionship which, being an inanimate object, it could not adequately provide.

Portia asked her sister for guidance and Hopper unexpectedly crawled out of her pack and leaped onto the gem. He began to hump it vigorously and with increasing croaks until which point he climaxed and was absorbed into the artifact. It flashed a blinding emerald and the result was a cross between the gem and the fey frog, a Gem Hopper.

It immediately reached out for a hug, which Portia gave, until he started humping her. She scolded the construct and it behaved itself.

A Horrible Scene
Drawn by screaming that anyone outside the celebrating camp could hear, Portia and Hopper slipped off the roof to investigate. What she found was Jeda in the middle of her interrogation. A confrontation was had, the details known only to those two alone.

Under the Umbrella Tree
Kaylan followed Giers out of town. Feeling dejected, the paladin climbed one of the few, but enormous, umbrella trees that dotted the Savanna. In its bows he sulked, until the cleric came to him and assured him of her feelings. She shakily climbed as he came down and before long their love was consumated.

During the act, the Wild a very emotional place, the umbrella tree itself leaned over to shelter them from the brilliant, starry night.

Experience: 300xp (5138xp total)

Magic Items: Heart of the Wild... Gem Hopper (Portia)

Loot: None

Money: None

NPCs:
Kelesha
Frederick
Bannoch
General Rho (Rhreen leader)
Gem Hopper

Monsters: Gnoll Huntmistresses, Gnoll Demonic Scourge, Crocrotta (The Conjoined), Zombie Rotters

Places: Ruins of Tifana

Organizations: The Vergers: A small army of fey united in removing demonic influence from the Wild, starting with the Savanna and Al'kek'uma's towers. Soldiers consist of Rhreen, Wadi Hafa, Ganadon Satyrs and Cu Sidhe. They are led by a war council consisting of General Rho, King Pongwa, Frederick of the Kingdom, Lady Goldhorn of Ganado and Arkith the Beastlord Hound. Only just recently formed a week ago, the army's existence is owed almost entirely to the scions. Had they not freed and inspired King Pongwa to take action against the demons, granted extra boon through the Heart of the Wild, the fall of two towers would not have been possible.

The Vergers are now poised to strike the final tower, Twisttongue, within the coming week. In retaliation for the fall of Mangletooth, Al'kek'uma had the gnomes in the town of Koorla, just outside Twisttongue, executed and left to rot in the ruined Tifana. However this has not shaken Verger resolve, rather focused it even sharper to the task of defeating the demons and gnolls.

Though The Vergers are not a religious order, The Green God seems the common faith amongst soldiers and the faction they are aligned with.


Rhreen: When Lordanna fell through reality, a planar sinkhole spun in her wake. Races from the Winters War were sucked in after her and deposited on the new-born Wild. Jotun were among these wayward mortals. Marooned, they were forced to band together to survive the emerging Fey, which sprung from the goddess's fertile corpse at an alarming rate. They withdrew to the Southern Watering Hole, where they lived for a time in peace... that is, until the Beastlord Rhino Rhilm appeared with a strong herd of fey rhinosauri. They bullied the Jotun from their settlement and made them laborers and servants.

The albino Rhilm was also very lustful and took all of the Jotun women for his own, siring rhino men over many generations, what became known as Rhreen. Rhreen numbers grew until they outnumbered even the fey rhinos. At that point, the Jotun bred almost entirely out of them but for size and Giant language, they turned on their masters. Rhilm and his ilk were slain and the Southern Watering Hole reclaimed.

A small race, Rhreen thought to stay isolated and removed from the greater Savanna. Though often forced into battle and extremely difficult labor during their days under Rhilm, they were inherently a shy, introspective people. Rhreen have always felt a guilt for their existence, a sort of inherited notion that their creation between the rape of giant women by an animal, however fey or lordly, was wrong on countless levels.

They holed up, doing nothing when The Green God and Al'kek'uma came to power in their region. However, having seen the devastation wrought by demons, Pongwa was able to convince them to enter the war effort. Instead of wallowing in shame, perhaps they could seek atonement by helping others. General Rho, leader of the Rhreen, agreed, and their small, but powerful, population struck out to help in the defeat of Runnyeye Tower. And now, with a bit of pride in their people, seek to finish the job and free the Savanna.

Cu Sidhe (Fey Hounds): Just as the fey panthers of the Twistwood are larger, smarter versions of their Othyrian counterparts, fey hounds, or Cu Sidhe, are larger, stronger, more cunning dogs. Looking like mastiffs with a range of colors from deep green to fawn, they can grow anywhere from the size of ponies to full-grown horses. Their sire and leader is Arkith, Beastlord Hound, sprung from Lordanna's heart and possessing its good nature and sense of loyalty and selflessness. It wasn't hard to turn them against the evil plaguing the Wild, as they'd been raiding gnoll and demon outposts since Al'kek'uma came to power fifteen years ago.