PieAndDragon
Duncan T
Convicted of crimes committed by others and sentenced to death or worse, this group of fugitives escaped during a rescue attempt for another, more important prisoner. Now they flee from the Bastion of the Justicars, looking for enough power to avoid the fate which is promised them.
This is my second story hour after Legend of the Monkey Mage, which was completed in June. Bastion of the Justicars is set in a different world, a D&D homebrew based on the Core Rules and whatever I allow from other WoTC books.
Most of the adventures are from Dungeon, so beware spoilers.
Following is a little background on the gods and regions of the world.
The Powers
The Elder Powers, creators of the world.
Air, Power of Air, Mischief, Spring and Travel (CN)
One of the creators of the world, depicted as male or female. Often tricks mortals and deities alike. The symbol of Air is a flock of geese.
Earth, Power of Earth, Death and Autumn (LN)
One of the creators of the world, depicted as male or female. The most silent of the Powers. Followers renowned for building elaborate tombs and temples. The symbol of Earth is a tombstone.
Fire, Power Fire, War and Summer (TN)
One of the creators of the world, depicted as male or female. The most martial among the Elder Powers and the Shining Ones. The symbol of Fire is a flaming sword.
Water, Power of Water, Strength and Winter (TN)
One of the creators of the world, depicted as male or female. Seen as the most powerful of the Elder Powers. The symbol of Water is three snowflakes.
The Shining Ones, children of the Elder Powers
Moon, Power of Birth, Fate, Guardians, Night and Wisdom (CG)
Daughter of Water and Air. Often seen as the most powerful of the Powers alongside Sun. Female-dominated priesthood. Her symbol is a crescent moon.
Stars, Power of Youth, Magic and Ambition (NG)
Daughter of Moon and Sun, the most active of the Powers. Said to swing both ways. Many prophets claim to be one of her children. Her symbol is a hat with stars.
Sun, Power of Life, Renewal, Sun and Day (LG)
Son of Fire and Earth, seen as the most powerful of the Powers alongside Moon. Male-dominated priesthood. Sworn enemy of the undead and Nemis. His symbol is a shining sun.
The Dark Lords, foes of the Shining Ones
Bagyk, Power of Ruin (CE)
A former demon, destroyer of the elven city of Fa-Terendis. Many dark creatures flock to his legions. Allied with several slaadi lords. Also worshipped as Ahmon-Ibor, the Savage Beast, power of primeval menaces and hateful legacies from savage times. His symbol is a spiral chain.
Baresh, Power of Betrayal (CE)
A power of unknown origin. Her alliances last for as long as they are convenient. Her symbol is a beckoning hand.
Candark, Power of Bargains (NE)
Said to be a former goblin cleric of Mirakiln, this weak power is desperate for allies and further power. Followers often work as mercenaries. His symbol is a grinning sickle.
Hesak, Power of Murder (NE)
Possibly the most feared of the Powers, said to be a former dark elf. Followers often hired by the other powers and sometimes form assassin cults with many spies. Said to have spawned many children. His symbol is two severed, bloody, fingers.
Keshas, Power of Greed (NE)
Despised by Moon for stealing her first magical halberd, the oldest known of the Dark Lords. His symbol is an empty chest.
Mirakiln, Power of Conquest (LE)
A former hobgoblin servant of Fire, with the largest armies of the Dark Lords. Followers often battle those of Orjuul. He seeks to dominate the entire world. His followers are key to the strength of the Yeteker Empire and the Beholder Empire. His symbol is a bloodied axe.
Mirasa, Power of Pestilence (LE)
The cruellest of the Dark Lords. A former human monk, ravaged by disease. Her followers often work alongside Nemis, and they are known for using mercenaries, fear and plague as a weapon. Although few in number, her followers are well organised and often have access to the deeps and other resources. Her symbol is a grinning, starved rat.
Nemis, Power of Undeath (LE)
Once a devil worshipped by the ogre-magi, now a close ally of Mirasa, their priests and followers often working together, crusading against the living. His followers seek to found an ordered kingdom of the undead. Their most hated foes are the followers of Sun. His symbol is a skull with flaming eyes.
Orjuul, Power of Slaughter (CE)
Ruler of the northern wastes, his followers descend each year, raiding their neighbours. Followers often battle those of Mirakiln. A cold north wind is said to signal the coming of his followers. This Dark Lord is rumoured to have a buried temple where much of his power is based. His symbol is a burning corpse.
Throlt, Power of Oblivion (NE)
A quiet power, seeking unknown ends. Worshipped mostly in the Deeps. Its symbol is a black, five-pointed star.
Realms of the Middle Kingdoms
Aloreas: Ruled over by the royal house of Jorat, this proud human nation holds back the orcish hordes of the Frozen Wastes from the fortifications of the Alorean Wall. Many dwarves from ruined Lundhek holds have made their homes here in recent decades.
Beholder Lands: Ruins litter the landscape of this realm, torn apart by the beholders who claim lordship here. The peoples of Aloreas, Yandaris and the Free Cities await the next incursion by the many-eyed and their duergar slaves.
Biavor: Allied to the high elves of Yandaris, this feudal kingdom of the humans spawls between the Forest of the Lakes to the north and the Redcloud Peaks to the south. Many of its nobles are of elven blood and many warriors from this nation are respected for their archery skills.
Burning Peaks: Home to several fire giant clans and kingdoms, these mountains are often covered in a layer of fine ash from the volcanoes that name this range. The giants of the Burning Peaks often serve in the armies of the Yeteker Empire under the banner of Mirakiln.
Eastern Sea: A vast stretch of water which is said to lead to the fable lands of the East. Few have made the journey across this sea, and fewer still return.
Endless Steppes: These arid plains are home to few creatures. Nomadic halfling tribes are the most commonly seen, guarding their herds from the other denizens of this sparse land.
Forest of the Lakes: A vast area of lush woodlands and enchanted lakes, the fey make this forest their home.
Free Cities of the Enjant League: Granted independence from the Channeq Empire centuries ago, the Free Cities are a collection of powerful states which compete with one-another for trade and land. Humans, gnomes, halflings, half-orcs and other races call these lands home. Much of the land around them is wild and untamed, or reclaimed by the savage beasts. Many races are tolerated here and a variety of religions flourish among these lands.
Frozen Wastes: As well as the constant chill of winter, these lands hold hordes of bloodthirsty orchish tribes, looking to cause devastation in the name of Orjuul.
The Hundred Isles: A large group of islands on the Inner Sea, the Yeteker Empire claims these lands, but the reality is that of rebel slaves, pirates, independent warlords, rampaging creatures and outcast cults.
The Inner Sea: Area of treacherous inlets, small islands and mysterious tides, it is sailed by merchants of the Free Cities, pirates of the Hundred Isles, galleys of the Yeteker Empire and the occasional warship from Lundhek.
Jomanka: The northernmost of the settled lands, home to humans and several gnomish clans, Jomanka pays tribute to several orcish tribes of the Frozen Wastes. They have a long history of conflict with the giants of the Tallheart Mountains, who come looking for slaves and riches to plunder year upon year. They are a hardy and independent people, who respect martial prowess and inner strength. They are said to have links with the lands across the Eastern Sea.
Kijarholm: A young land founded by gnome and human refugees from another world, the people here revere Earth and until recently were ruled over by a priest claiming to be a ressurected god given mortal form. They have an alliance with Jomanka and another with cloud giants of the Tallheart Mountains.
Lundhek The homeland of the dwarves and once a glorious realm ruled over by the High Council of the Sun. Now much of it lies in ruins, shattered by the might of the Yeteker Empire to the south. The surviving kingdoms and settlements desperately seek a way to stem the tide of hobgoblin conquests, living in fear of raiding parties or pestilence on every day.
Najas Desert: A harsh and deadly land, littered with dead civilisations. A few human nomad tribes make this their home, moving from oasis to oasis with their camel herds. Suspicious of outsider but loyal to kin, those few who these skilled desert warriors call friend are lucky indeed.
Redcloud Peaks: Also known as the Sunset Mountains, this range is home to orcs, cloud giants and worse, which often spill over into Biavor, the Free Cities and the Yeteker Empire.
Redtide Sea: Said to house the ruins of an ancient aquatic civilisation once blessed by Moon. Now ships from the Wild Coast, Yeteker Empire, Kijarholm or Jammerlak are all that disturb the waves.
Southern Jungles: Lying across the Topaz Sea, legends tell of crumbled empires and dark magics from these ancient and wild lands.
Tallheart Mountains: Bordering the top of the Forest of the Lakes, these freezing peaks are home to hardy creatures used to a tough life. A few independent souls make their homes here, among the cloud and frost giants.
Topaz Sea: This ocean is home to the occasional ship and many a sea beast.
Yandaris: The forests of Yandaris are home to the elves, unmatched in their magics, but looking to keep the Beholder Empire from destroying any more of their lands. They are allied to Biavor to the south and two of the Free Cities to the west.
Yeteker Empire: Ruled over by the hobgoblins and dominated by the priesthood of Mirakiln, no nation can match Yeteker in terms of troops and wealth. The discipline of the hobgoblins is complemented by hordes of goblin, bugbear and mixed-race battle slaves, orders of fierce warrior-monks, fire-giant mercenaries and the occasional blue dragon from the Najas Desert. Their Emperor seeks to rule alll lands around the Inner Sea and as yet few have managed to stand before his armies.
This is my second story hour after Legend of the Monkey Mage, which was completed in June. Bastion of the Justicars is set in a different world, a D&D homebrew based on the Core Rules and whatever I allow from other WoTC books.
Most of the adventures are from Dungeon, so beware spoilers.
Following is a little background on the gods and regions of the world.
The Powers
The Elder Powers, creators of the world.
Air, Power of Air, Mischief, Spring and Travel (CN)
One of the creators of the world, depicted as male or female. Often tricks mortals and deities alike. The symbol of Air is a flock of geese.
Earth, Power of Earth, Death and Autumn (LN)
One of the creators of the world, depicted as male or female. The most silent of the Powers. Followers renowned for building elaborate tombs and temples. The symbol of Earth is a tombstone.
Fire, Power Fire, War and Summer (TN)
One of the creators of the world, depicted as male or female. The most martial among the Elder Powers and the Shining Ones. The symbol of Fire is a flaming sword.
Water, Power of Water, Strength and Winter (TN)
One of the creators of the world, depicted as male or female. Seen as the most powerful of the Elder Powers. The symbol of Water is three snowflakes.
The Shining Ones, children of the Elder Powers
Moon, Power of Birth, Fate, Guardians, Night and Wisdom (CG)
Daughter of Water and Air. Often seen as the most powerful of the Powers alongside Sun. Female-dominated priesthood. Her symbol is a crescent moon.
Stars, Power of Youth, Magic and Ambition (NG)
Daughter of Moon and Sun, the most active of the Powers. Said to swing both ways. Many prophets claim to be one of her children. Her symbol is a hat with stars.
Sun, Power of Life, Renewal, Sun and Day (LG)
Son of Fire and Earth, seen as the most powerful of the Powers alongside Moon. Male-dominated priesthood. Sworn enemy of the undead and Nemis. His symbol is a shining sun.
The Dark Lords, foes of the Shining Ones
Bagyk, Power of Ruin (CE)
A former demon, destroyer of the elven city of Fa-Terendis. Many dark creatures flock to his legions. Allied with several slaadi lords. Also worshipped as Ahmon-Ibor, the Savage Beast, power of primeval menaces and hateful legacies from savage times. His symbol is a spiral chain.
Baresh, Power of Betrayal (CE)
A power of unknown origin. Her alliances last for as long as they are convenient. Her symbol is a beckoning hand.
Candark, Power of Bargains (NE)
Said to be a former goblin cleric of Mirakiln, this weak power is desperate for allies and further power. Followers often work as mercenaries. His symbol is a grinning sickle.
Hesak, Power of Murder (NE)
Possibly the most feared of the Powers, said to be a former dark elf. Followers often hired by the other powers and sometimes form assassin cults with many spies. Said to have spawned many children. His symbol is two severed, bloody, fingers.
Keshas, Power of Greed (NE)
Despised by Moon for stealing her first magical halberd, the oldest known of the Dark Lords. His symbol is an empty chest.
Mirakiln, Power of Conquest (LE)
A former hobgoblin servant of Fire, with the largest armies of the Dark Lords. Followers often battle those of Orjuul. He seeks to dominate the entire world. His followers are key to the strength of the Yeteker Empire and the Beholder Empire. His symbol is a bloodied axe.
Mirasa, Power of Pestilence (LE)
The cruellest of the Dark Lords. A former human monk, ravaged by disease. Her followers often work alongside Nemis, and they are known for using mercenaries, fear and plague as a weapon. Although few in number, her followers are well organised and often have access to the deeps and other resources. Her symbol is a grinning, starved rat.
Nemis, Power of Undeath (LE)
Once a devil worshipped by the ogre-magi, now a close ally of Mirasa, their priests and followers often working together, crusading against the living. His followers seek to found an ordered kingdom of the undead. Their most hated foes are the followers of Sun. His symbol is a skull with flaming eyes.
Orjuul, Power of Slaughter (CE)
Ruler of the northern wastes, his followers descend each year, raiding their neighbours. Followers often battle those of Mirakiln. A cold north wind is said to signal the coming of his followers. This Dark Lord is rumoured to have a buried temple where much of his power is based. His symbol is a burning corpse.
Throlt, Power of Oblivion (NE)
A quiet power, seeking unknown ends. Worshipped mostly in the Deeps. Its symbol is a black, five-pointed star.
Realms of the Middle Kingdoms
Aloreas: Ruled over by the royal house of Jorat, this proud human nation holds back the orcish hordes of the Frozen Wastes from the fortifications of the Alorean Wall. Many dwarves from ruined Lundhek holds have made their homes here in recent decades.
Beholder Lands: Ruins litter the landscape of this realm, torn apart by the beholders who claim lordship here. The peoples of Aloreas, Yandaris and the Free Cities await the next incursion by the many-eyed and their duergar slaves.
Biavor: Allied to the high elves of Yandaris, this feudal kingdom of the humans spawls between the Forest of the Lakes to the north and the Redcloud Peaks to the south. Many of its nobles are of elven blood and many warriors from this nation are respected for their archery skills.
Burning Peaks: Home to several fire giant clans and kingdoms, these mountains are often covered in a layer of fine ash from the volcanoes that name this range. The giants of the Burning Peaks often serve in the armies of the Yeteker Empire under the banner of Mirakiln.
Eastern Sea: A vast stretch of water which is said to lead to the fable lands of the East. Few have made the journey across this sea, and fewer still return.
Endless Steppes: These arid plains are home to few creatures. Nomadic halfling tribes are the most commonly seen, guarding their herds from the other denizens of this sparse land.
Forest of the Lakes: A vast area of lush woodlands and enchanted lakes, the fey make this forest their home.
Free Cities of the Enjant League: Granted independence from the Channeq Empire centuries ago, the Free Cities are a collection of powerful states which compete with one-another for trade and land. Humans, gnomes, halflings, half-orcs and other races call these lands home. Much of the land around them is wild and untamed, or reclaimed by the savage beasts. Many races are tolerated here and a variety of religions flourish among these lands.
Frozen Wastes: As well as the constant chill of winter, these lands hold hordes of bloodthirsty orchish tribes, looking to cause devastation in the name of Orjuul.
The Hundred Isles: A large group of islands on the Inner Sea, the Yeteker Empire claims these lands, but the reality is that of rebel slaves, pirates, independent warlords, rampaging creatures and outcast cults.
The Inner Sea: Area of treacherous inlets, small islands and mysterious tides, it is sailed by merchants of the Free Cities, pirates of the Hundred Isles, galleys of the Yeteker Empire and the occasional warship from Lundhek.
Jomanka: The northernmost of the settled lands, home to humans and several gnomish clans, Jomanka pays tribute to several orcish tribes of the Frozen Wastes. They have a long history of conflict with the giants of the Tallheart Mountains, who come looking for slaves and riches to plunder year upon year. They are a hardy and independent people, who respect martial prowess and inner strength. They are said to have links with the lands across the Eastern Sea.
Kijarholm: A young land founded by gnome and human refugees from another world, the people here revere Earth and until recently were ruled over by a priest claiming to be a ressurected god given mortal form. They have an alliance with Jomanka and another with cloud giants of the Tallheart Mountains.
Lundhek The homeland of the dwarves and once a glorious realm ruled over by the High Council of the Sun. Now much of it lies in ruins, shattered by the might of the Yeteker Empire to the south. The surviving kingdoms and settlements desperately seek a way to stem the tide of hobgoblin conquests, living in fear of raiding parties or pestilence on every day.
Najas Desert: A harsh and deadly land, littered with dead civilisations. A few human nomad tribes make this their home, moving from oasis to oasis with their camel herds. Suspicious of outsider but loyal to kin, those few who these skilled desert warriors call friend are lucky indeed.
Redcloud Peaks: Also known as the Sunset Mountains, this range is home to orcs, cloud giants and worse, which often spill over into Biavor, the Free Cities and the Yeteker Empire.
Redtide Sea: Said to house the ruins of an ancient aquatic civilisation once blessed by Moon. Now ships from the Wild Coast, Yeteker Empire, Kijarholm or Jammerlak are all that disturb the waves.
Southern Jungles: Lying across the Topaz Sea, legends tell of crumbled empires and dark magics from these ancient and wild lands.
Tallheart Mountains: Bordering the top of the Forest of the Lakes, these freezing peaks are home to hardy creatures used to a tough life. A few independent souls make their homes here, among the cloud and frost giants.
Topaz Sea: This ocean is home to the occasional ship and many a sea beast.
Yandaris: The forests of Yandaris are home to the elves, unmatched in their magics, but looking to keep the Beholder Empire from destroying any more of their lands. They are allied to Biavor to the south and two of the Free Cities to the west.
Yeteker Empire: Ruled over by the hobgoblins and dominated by the priesthood of Mirakiln, no nation can match Yeteker in terms of troops and wealth. The discipline of the hobgoblins is complemented by hordes of goblin, bugbear and mixed-race battle slaves, orders of fierce warrior-monks, fire-giant mercenaries and the occasional blue dragon from the Najas Desert. Their Emperor seeks to rule alll lands around the Inner Sea and as yet few have managed to stand before his armies.
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