Chronicles of Mesion: Considering Hiatus; Comments Needed.

LordVyreth

First Post
Well, my original version of this Story Hour began less than a month ago and thus was eaten whole by the ENWorld crash, so I'll begin it anew. Luckely, nothing new was lost; just some of the campaign data I already gave my players. Because this game, like the Quill campaign I finished a Story Hour for earlier, is based on a homebrewed setting, I wanted to give the readers some basic information about the game before I get started on the actual Story Hour, which I should have the first excerpt of in a day or two. For now, though, I'll start with the basic timeline and history of Mesion, as far as the players understand it, and go from there.

Oh, and if you want to read my earlier Story Hour, which does have some ties with this one, you can find it here.

History of Mesion
Mesion’s Creation

Little is known about the true origins of Mesion. Sages speculate that the world is nothing but the balance between two great opposing forces; forces that may not be good or evil but that nonetheless are wholly incompatible with human life. Clerics tend to speculate that the gods themselves live beyond the boundaries of inhabited Mesion, and they explain that this is why explorers who go beyond the boundaries never return: because beyond the boundaries exist the afterlife.

The Beginning of Life

The sages and clerics, however, agree on the origin of life. The Gods created this world and seeded it with life, as they have done with all the mortal-inhabited planes known as the Primes. However, it was believed that Mesion was special, because of its proximity to the home of the gods or the opposing forces. As a result, the gods hungered for control of this land and fought over it endlessly.

As the gods fought, the people of Mesion suffered. They were caught in the crossfire of the battle and forced into an endless primitive state of want and fear. Finally, peace was reached with the help of unusual servants of the gods. Their names and nature were lost to history and the gods are silent about them, but they are believed to be the primal servants; beings that existed before the celestials and fiends the people of Mesion know all too well.

Their task completed, the primal servants disappeared from Mesion and the planes at large. It is believed that they broke into countless other outsiders, and that these outsiders became the fiends and celestials that serve gods both evil and good today. And with the peace negotiated by the primal servants, the gods organized and strove to make Mesion the world it should be. The gods were split into two pantheons, however. The larger pantheon came from outside Mesion to help its people develop. In addition, a pantheon unique to Mesion developed on its own. This pantheon was known as the Sisters, for it consists of twelve goddesses who claim to be a family.

The Godfield Years

For thousands of years after this point, civilization developed as normal, but in a world as war-torn as Mesion, that wouldn’t last. The Godfield Wars were started as a result of escalating tensions between celestials and fiends that started eons ago. The exact spark of the war is unknown, but all that matters is that it eventually came down to what was supposed to be a final battle between good and evil, with the winner deciding the fate of all the planes.

Once the final battle started, nothing could stop it for centuries, save for a mysterious truce that lasted a few years and that seemed to have no explanation. Once again, mortals were forces to hide and survive the crossfire as best they could. In the meantime, other changes to the world began. Unlike the earlier wars between Order and Disorder, the good and evil forces saw value in the mortals, even as they were endangering their lives. Both found allies among the people, and both also worked to create new mortal warriors to serve in the battle. Oddly enough, the new creations were largely skewed not between good and evil, but between law and chaos. The archons and devils created the first warforged to serve as tireless symbols of defense and order. Meanwhile, the eladrins and demons created their own chaotic warriors known as shifters out of the world’s increasingly large lycanthrope population. All sides relied on the recently created changelings, who by and large willingly worked for any side as spies, scouts, and often assassins. Finally, as the war raged on, actions by the humans and other mortals created the kalashtar and the inspired.

One unusual and disturbing trend developed as the war continued, and as the creation of the new mortal races suggests. Before, lawful and chaotic good outsiders worked together to oppose evil, and even lawful and chaotic fiends did the same. As the war progressed, however, these alliances weakened, and soon they broke off altogether. Direct warfare between lawful and chaotic forces of the same moral alignment never occurred, but there were even some indications that forces of the same law/chaos beliefs would even form brief allegiance despite being technically opposed on the good/evil access. For example, while many assume that archons and devils independently researched the warforged, some believe that they actually worked together to make these living weapons! It’s unknown how this would have affected the war, had it continued.

However, one day, it just ended. Almost all the celestials and fiends stopped their fighting and rose, as one, to escape the world. There were a few stragglers who resumed fighting, others who were magically trapped or prevented from fighting, and a surprising number of deserters who tired of the conflict of the gods and decided to remain behind to live new lives, but for the most part, the war was over. The outsiders and even the gods refuse to speak about why the war ended, however. The gods won’t answer the clerics when they ask the question, captured outsiders won’t speak on the subject even on threat of death, and even summoned and magically compelled outsiders will claim they don’t know the real reason for the war’s ending. This sudden end of the war and the relative peace afterwards is known as the Bladestill.

Aftermath of the War and Bladestill

With the war over, society began to recover yet again from years of violence. There were quite a few major situations that had to be dealt with almost immediately after the war ended, starting with the nearly complete collapse of all former empires. Oddly enough, that problem was partially solved, albeit violently, by another one. Much like the war between Order and Disorder, the Godfield war had a palpable effect on the land itself. It didn’t render whole continents uninhabitably aligned, but many areas were permanently warped to resemble the alignment of the outsiders that inhabited it. Fortunately, only areas that were inhabited by a single alignment of outsider for sufficiently long periods of times, usually over a century, were affected, so usually only the capitals and most important strongholds of each faction. However, there were enough areas of this nature to encourage settlement by appropriately aligned societies. Fledgling empires eager sought the most lawfully aligned regions, the most terrible of monsters congregated in the most evilly aligned realms, and so on. As expected, there was often brutal fighting for the most ideal of locations despite the war fatigue the people felt, but in the end, a number of stable societies developed fairly quickly due to the supernaturally good environments.

Another notable change came from inter-species relationships. Following the end of the Godfield War, the “civilized” races were largely divided into three groups; the old races, the new races, and the lost races. The old races included humans, elves, dwarves, halfling, gnomes, half-orcs, and to a lesser degree the more primitive humanoids like orcs, goblins, kobolds, lizardfolk, and such. These races existed since the Gods first seeded the world with life. After the Godfield wars, they lost some control over the world to the newer races, but by and large they remain in power. The old races still harbor some suspicions and hostility between each other, but overall they get along better than these races normally do in other fantasy realms.

The “new” races include the warforged, shifter, changelings, kalashtar, and inspired. In other words, it includes all the races apparently created as a result of or during the Godfield War. In general, the new races are treated with suspicion, with open discrimination common in some places. In fact, some societies haven’t even recognized the basic rights of the new races and even condone their slavery. The “lost” races were re-discovered during the Godfield War, but each one apparently has a history that stretches back thousands of years. As far as sages can determine, these races were as old as the “old” races, but all of them fled from ordinary civilization early in Mesion’s history. In addition, all the lost races had one common feature; they all practiced the mysterious power known as psionics. However, despite the general fear of psionics, there were many students of all races with a natural talent for the mysterious power, and the spread of the power made the lost races slightly more accepted than the new races. They still face discrimination in some circles, but they also haven’t faced the outright slavery, oppression, and accusations of treason that the new races often have.

Finally, one of the most important issues in the aftermath of the war is what to do with the remaining outsiders. A vast majority of the outsiders who refused to leave or were abandoned continue to act in or near their base alignment despite no longer having allegiances with their old divine organizations. Many celestials now serve as aids to good kingdoms, for example, and demons and devils have begun to congregate in evil-tainted lands, in the world’s underground tunnels, and other places to continue their villainy. These actions are not universal, however. Some celestials were so shocked by the level of violence in the Godfield War that they went mad or simply gave up on their ideals. Similarly, there are fiends who managed to be disgusted by the war despite their inherent mindset or who developed a kind of “madness” called morality. The rights of outsiders continue to be a major issue of debate, with some kingdoms banning all evil-based outsiders or even all outsiders entirely, others are judging them on a case by case basis, and others are starting far more elaborate tactics.

Timeline

Approximately tens of thousands of years BPO (Before Primal Outsiders): Speculated creation of Mesion is believed to occur at this point, assuming it isn’t truly eternal.
Approximately twenty thousand of years BPO: The Gods sow Mesion with life, but they get jealous of each other and begin to fight.
0: The Primal Outsiders are created to finally end the battles of the gods.
Approximately 300 APO: Based on the best research, the xeph and elans respectively leave Mesion proper for its cliffs and hid inside society itself around this time.
410 APO: After centuries of battle, the Primal Outsiders unite the gods and begin to purge the world of Mesion of the many mistakes and weapons left on Mesion.
430 APO: The war of the gods finally officially ends with the last trace of their destruction removed from Mesion.
440 APO: Their task complete, the Primal Outsiders bid the world goodbye and leave Mesion, perhaps forever. Some believe that just as they helped create the celestials and fiends that would later become the primary servants of the gods, the Primals finally broke down into the same substance, becoming the more advanced outsiders completely.
Approximately 450 APO: The dromites and maenads, perhaps troubled by the united society of Mesion or sensing the trouble of the Godfield War to come, isolate themselves from the rest of Mesion.
455 APO: The night sky is lit up with what is often called the Star of the Primals. Many celestials and fiends are known to have witnessed it, which seemingly is a tribute to their creators, for they met on that night at peace with their enemies and left Mesion again without incident.
459 APO: Grandithin’s Glory, the first nation to formally establish itself after the wars, reaches empire status.
463 APO: The Church of the God’s Voice, a sect dedicated equally to the Sisters and the Primal Outsiders first appears.
481 APO: The first churches of the Core Gods (often referred to as the Alien Gods by the followers of the Sisters and the Universal Gods by their own followers,) start to gain recognition.
690 APO: Palous, a theocracy dedicated to Pelor, becomes the first nation to challenge Grandithin’s Glory in terms of power and organization.
813 APO: Demons are sighted in or near Palous, making this the first seemingly self-willed case of demonic incursion (as opposed to ones merely summoned or otherwise utilized by the usual villains.)
825 APO: Negotiations as a result of the demon event over a decade earlier break down, leading Palous to declare war on several other nations, including an evil but lawful dictatorship run by worshippers of Bas known as Cylnexus (often simply known as the Bastion.)
830 APO: The Palous/Bastion war pours over into other nations and becomes an all-out holy war. Palous even blames Grandithin’s Glory for their lack of support, turning it into a battle between the Sister and the Core God worshippers.
1073 APO: The hot/cold war started by Palous finally ends with the destruction of the Bastion and the surprise merging of Grandithin’s Glory and Palous, who were both devastated by the long-term war. The combined nation is renamed Solar Devotion, and it becomes one of the first examples of cooperation between the two pantheons.
1211 APO: Celina Braye is formed out of multiple smaller elven communities gathered by powerful elven heroes. The nation becomes the first nation not controlled by humans and competes with human nations.
1376 APO: The first dragon exodus off the plane begins as a result of dragons of multiple alignments and colors simultaneously discovering something about the future. These flights repeat periodically for almost a thousand years, leading to the comparative rarity of Mesion dragons.
1512 APO: The second major holy war between the pantheons begins. This one takes place between evil forces, however. Bas worshippers leading evil members of other Sister sects launch a full-on attack on Hextor, leading to desperate alliances between them and other evil gods like Nerull and Lolth. As both sides become increasingly reliant on evil outsiders, a miniature Blood War seemingly begins.
1700 APO: The second holy war ends when Solar Devotion, who initially tried to stay out of the war but found itself caught in the crossfire for decades, finishes a magic ritual to summon an army of celestials and destroy both sides. Casualties on all sides were high, and Solar Devotion is largely ruined after the battle, reducing it to a satellite nation of more powerful empires. It is believed that the tensions and bad blood of this battle leads eventually to the motivations for the Godfield War.
1755 APO: A band of adventurers whose names are lost to history discover a massive dungeon complex that would later be known as the Gate of Madness. It becomes a focal point for explorers and risk-takers for centuries to come.
1811 APO: Stahl Modred is founded by idealists who work to undo the hatred as a result of the second holy war. Its peace, optimism, and tolerance help it absorb various smaller nations to become a new empire
2254 APO: Following a period of relative peace, events building to the Godfield War begin. A number of religious orders start the concerns with a number of predictions of an upcoming apocalypse. Many religions begin a push for militant reform as a result.
2281 APO: Fearing the events of the upcoming prophecised battles, Solar Devotion, which gained some power again over the years but mostly was known for its powerful religious artifacts and clerics, again perform the ritual of celestial summons. Armies of celestials destroy a number of evil organizations and drive churches dedicated to Bas and other evil gods out of their civilizations.
2302 APO: Dubbed the Retributive Cleansing, evil organizations join to summon an army of fiends that strike at the very heart of Solar Devotion. Many of its most powerful political leaders and clerics are assassinated, and their holy sites are defiled, preventing a third mass summoning of celestials.
2340 APO: A number of prominent adventurers and politicians are assassinated on the same day. All are killed in private, but common evidence points to evil outsiders. The deaths are highly debated, with some believing that the members belonged to some sort of conspiracy or secret society, as there are no other apparent links between them.
2350 APO: A second group of prominent adventurers and politicians suffer a similar series of assassinations, but these are far more public. In additions, the killers are both fiends and celestials, and they don’t always attack targets their alignment would suggest. Some of the killers claim they were forced to kill their targets through mind control, but the wave of violence that results from the assassinations silences all of them before the truth can be completely known.
2370 APO: Solar Devotion declares war on multiple evil nations at once, citing holy texts and the previous assassinations as justification.
2400 APO: Following decades of brutal conflict, Solar Devotion nearly manages to conquer several of their target nations, only to be suddenly attacked by a second wave of fiendish summons, suggesting secret alliances between evil forces. The summoned fiends turn the tide of war, as do a number of nations that ally against Solar Devotion. Some of these nations follow evil forces, but others are only interested in their survival and believe that Solar Devotion became megalomaniacal in its expansion.
2425 APO: Solar Devotion’s capital is invaded, and the ruin of the nation appeared imminent. In desperation, the city’s remaining leaders and clerics plead with their gods and celestials for assistance. They lack the power of faith to summon celestial aid of a sufficient power themselves but cite the previous apocalyptic prophecies and insist that the normal rules for divine non-interference no longer apply. The gods reluctantly decide they may have a point and unleash their own celestial armies upon Mesion. The survivors of Solar Devotion flee the country to form a new nation.
2427 APO: Though Solar Devotion was destroyed, its allies are bolstered by the celestial armies, turning the tide of the war. The Godfield War officially begins, however, now that the evil gods and demon/devil lords are free to send their own armies to Mesion due to the gods’ actions at Solar Devotion.
2430 APO: The tide of the war again changes when Stahl Modred pulls out of the celestial alliance, beginning its long slide into moral ambiguity and oppression. They justify it by pointing out the rising number of fiendish armies and their proximity to Solar Devotion and thus to the main borders of the war.
2480 APO: The survivors of Solar Devotion enter a new settlement in a celestial stronghold. They ally unconditionally with their saviors. In time, this new settlement would be renamed Zoridel.
2504 APO: The first of the “lost” races, the maenads, are discovered following a major coastal battle.
2519 APO: The elans, the only other “lost” race discovered during the actual Godfield War, reveal themselves after several of their leaders choose to use their powers to defend their homes.
2588 APO: Celina Braye is destroyed in one of the major turning points of the Godfield War. The city remains a flooded ruined filled with undead, and the elves largely flee to Shi Nella or to the wilderness
2602 APO: The first warforgeds appear in battle. Only a few months later, the shifters first are utilized by the chaotic armies of good and evil.
2611 APO: Changelings are first employed by both sides.
2659 APO: Primal Mountain, long considered a major target for all sides of the Godfield War, is instead conquered by pilgrims who are turned into the inspired. The kalashtar meanwhile return to the rest of Mesion to begin spreading the word of their powers.
2681 APO: A particularly brutal aerial battle creates the Splintered Peaks, which later becomes a haven for undead and fiends.
2690 APO: Mennotmoritar, a solar general and previously one of the most important soldiers for the celestial armies, openly deserts his armies following what he claimed was a revelation. He gathers armies of celestials, fiends, and mortals alike and encourages all of them to throw down their arms. He proposes that this war had gone on long enough and that all sides participate in a massive peace summit he calls the Bladestill. He is killed, however, before he could finish his plans, but his message resonates throughout Mesion, leading many to believe this is what ultimate ends the war.
2704 APO: The first Polythropes seen in centuries are recorded.
2712 APO: This year is known as the Year of the Bladestill. Suddenly, and without any real warning, all the fiends and celestials end the war and flee Mesion, leaving just the stragglers, the deserters, the imprisoned, and those conjured to Mesion via magic behind. To this day, no one on Mesion has any real idea what ended the war, but the end of the Godfield War was enough to make most people happy.
2713 APO: With the Godfield War over, the struggle for power began. Zoridel officially becomes a city-state, the Fra Danes began their raids on abandoned military camps, and the xeph officially reveal themselves to the world. Ulrich Bludwright builds the devil city Ulgurtha.
2714 APO: Enterprising gnomes form the Coin Counters Guild, which becomes a major economic and political force.
2719 APO: The Fra Danes, now an extremely wealthy organization, establishes itself as a city on top of the ruins of Solar Devotion.
2721 APO: The dromites, the last of the “lost” races, establishes itself as a recognized race on Mesion.
2722 APO: Xurim begins an expedition into the Gate of Madness.
2723 APO: Orr Kalen, having fought off dozens of rival forces, finally forms a peaceful, if brutal and totalitarian, nation on evil-tainted land.
2725 APO: After what happened in Orr Kalen and Ulgurtha, various good factions form the Grim Ward to prevent the last evil-tainted land from becoming an established nation.
2728 APO: Xurim, long believed to be dead, returns more powerful than ever. He uses his magic to create a new nation known as Lirawonowaril, which he rules unconditionally. Meanwhile, his information first gives the Gate of Madness its current name. Even though his reports were first considered the ravings of a madman, later adventurers (who mostly avoided the dungeon during the Godfield War,) discover that many of the nightmares he reported on are real.
2731 APO: Concerned with Xurim’s rule and the abuses he may be starting using magic, a number of powerful but moral wizards found The Toridanir Arcanum, a magocracy dedicated to using magic to improve society.
2734 APO: Durrackrej is formed to be a civilized, or at least semi-stable, alternative for orcs and other primitive humanoids.
2737 APO: After numerous failed attempts to found a stable nation, a jointly run society is established in what becomes known as the Arcadia/Elysia Crossroad.
2738 APO: Two cities are formed this year. Fearing further discrimination, the warforged found Altectonis-1. About the same time, the extremely wealthy dwarves and gnomes of the Coin Counters Guild create Darfal-Zezzin.
2742 APO: Modern day. The campaign begins here.
 
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LordVyreth

First Post
Mesion Campaign Details #2

Moving Right along in the restoration of Mesion information, this update will include information about Mesion's unusual theology and physical design.

Geology, Cosmology and the Planes

Mesion is a flat world with some very unusual physical conditions even beyond this. For one thing, only two of the world’s sides apparently have a physical ending. The east and west sides of Mesion end in jagged cliffs that drop for at least miles and possibly forever. The exact distance of the drop-off is unknown, because while there is a limited atmosphere on the sides of the world, breathable air ends several miles down to be replaced with an opaque and toxic mist. Few who enter the mist ever return, and even those that did return claimed to never get out of the mist or find the bottom of the Mesion land-mass, if such a thing exists.

The north and south sides of Mesion, meanwhile, are bordered by mountains and other inhospitable conditions. Beyond the southern mountains is a seemingly endless cloud of shifting colors and appearance. The cloud has an alien and sickly look to it, and those who live near the cloud report that it often rains unnatural things, ranging from acid and fire to live animals! The northern border, meanwhile, is filled with a shifting light field similar to the Aurora Borealis. The lights are beautiful but very dangerous to anything they touch, and their extreme complex shifting patterns prevented anyone from exploring very far in this direction either. As a result, once again nobody knows what is at the end of the world in these directions, if there even is an end.

Because of Mesion’s unusual geology, its relation to the cosmos has some unusual properties. It has a day/night cycle like Earth and a similar week and month cycle, but the sun doesn’t follow a normal cyclical pattern around the world or visa versa. Instead, a sun passes from the northern sky to the southern every day. Its location creates an equator-like climate in a line in the middle of Mesion from north to south, with the far eastern and western sides of Mesion having colder climates. However, both temperature extremes tend to be more mild on Mesion than on Earth. Similarly, while “the” sun (though there’s no way to know if it’s the same sun every day or if Mesion gets a new sun every day,) often tilts slightly in its path to create the seasons, summers and winters are less drastic on Mesion than on Earth. Despite being on the eastern and western sides of the world and being even farther away from the sun, the cliffs on the sides of the world have relatively temperate climates. This appears to be based on excessive head rising from the mist, suggesting that either the mist absorbs heat or that it hides an incredible heat source far below Mesion’s surface.

Mesion has the standard connections to the planes. It connects to the Astral, Ethereal, and Shadow Planes as normal and travel to the various Inner and Outer Planes is unhindered. What is noteworthy is that there are multiple Material Planes that can be accessed like any other plane. These include Eberron, the Forgotten Realms, and other standard D&D locations, but exploring them is generally beyond the scope of this campaign. Sigil and Union are both well-known and popular destination for high-level adventurers, and both planar metropolises are likely to be useful when buying and selling treasure if the campaign nears or surpasses epic level.

Theology

Inhabitants of Mesion can choose between two pantheons for which god or gods to worship. The default gods are the standard core rule gods of the Players Handbooks, but many Mesion residents prefer the Sisters. The Sisters are believed to be a set of twelve goddesses that created or were created by the Primal Outsiders. The Primal Outsiders, according to ancient myths, taught the people about the Sisters and encouraged their worship. As the Core gods took an interest in Mesion, they tried to force the worship of the Sisters away, but the religion proved too popular to the natives, so the Core Gods grudgingly agreed to co-existence. Even so, numerous holy wars throughout the history of Mesion erupted as a result of the dual pantheons.

The Sisters are, as their name suggests, supposedly a family of related goddesses. The head of the pantheon is a goddess known as Bha-Ael, who supposedly created Mesion and then created the other eleven Sisters to bless it with the gifts of living. They were allegedly responsible for the creation of many human emotions, the arts, and even the afterlife. Many of the goddesses and their worshippers frequently find each other at odds, but the most controversial of the goddesses is Bas, the only overtly evil Sister. Some theologians believe that Bas doesn’t deserve her place in the Sisters, as she supposedly betrayed them and was cast out of the pantheon. Bas apologists, however, claim that even the Primal Outsiders insisted that Bas was an equally valid part of the pantheon and that attempts to exclude her were blasphemy. All goddesses have their alignment aspects and all within one step of that alignment as domains. For example, Nowne, who is neutral good, normally has clerics that can select the Good domain. Lawful good or chaotic good members of the church could also select Law or Chaos as a domain, respectively.

Bha-Ael

Bha-Ael is a Lawful Good goddess who is considered the origin of the entire pantheon. Despite her importance, she is worshipped fairly rarely, as she doesn’t show much interest in her worshippers or people in general. The common belief is that she is responsible for maintaining the universe itself and generally leaves the details to the other Sisters. Nonetheless, she is known to have a very strong love of life itself and the needs, at least of the biological quality, of people. Surprisingly, the Bha-Ael church also has a strong martial bent which is generally dedicated to opposing any overtly destructive force, with many undead and evil outsiders as their primary target. Bha-Ael is normally portrayed as a female humanoid (usually a human or elf, with drow being a surprisingly frequent choice for unknown reasons,) with skin as black as space and riddled with stars. Her facial and other features are often vague or nonexistent. Her domains include Air, Knowledge, Protection, Sun, and War, and her favored weapon is a greatsword. Her holy symbol is a map of the Mesion plane cradled in a pair of hands.

Krista

Krista is believed to be the oldest goddess after Bha-Ael, and she is credited for creating the sense of physical pleasure. This includes amusements like games (she’s also a goddess of luck and chance,) food, and physical contact. Krista is often worshipped by bards, gamblers, courtesans, and hedonists in general. She is chaotic neutral, and she normally is pictured as a human or halfling woman dressed in the formal attire of a casino dealer if her chance/luck aspect is emphasized or in far more revealing or simply no clothes if her more pleasure aspects are the focus. Her domains are Earth, Trickery, Luck, and Travel, and her favored weapons are darts. Her holy symbol is a die with the face of a woman on at least one side of the dice. Krista’s church often finds itself idealogically opposed to that of Ordhari and Jolia.

Ordhari

According to the mythology of the Sisters, while Bha-Ael created the universe itself, Ordhari, the third Sister, gave it a sense of order. She created the logical equations that would later be used to create science and technology. This makes her a popular goddess for rulers, scientists, explorers, and a surprising number of wizards despite the presence of Lore as a goddess of magic. In fact, Ordhari and Lore tend to fight on many issues, leading to some epic battles between spell-casters. Ordhari is lawful neutral and portrayed as a human or gnome woman with glasses. She’s usually pictured carrying a book or some exotic device. Her domains are Fire, Air, Knowledge, and Destruction, and her favored weapon is a crossbow. She uses a scroll extending off into infinity as a holy symbol.

Lore

As the fourth goddess, Lore theoretically was created right after Ordhari, and her gift to the world was supposedly in reaction to Ordhari’s. Disgusted at Ordhari’s need for order, Lore created a system specifically designed to be impossible to perfectly explain, understand, or control. In other words, she created magic (and theoretically psionics as well.) Lore is often the goddess worshipped by arcane spell casters, though many wizards (especially lawful ones,) and artificers don’t believe that Lore created all magic and tend to side with Ordhari. The position of psionics is more difficult; many believe Lore created it as an alternate form of magic, but others believe Ordhari created it as a logical and ordered version of magic that would one day be perfect understood. Lore is chaotic neutral and usually as an elf wielding incredible magical power and dressed in clothing adorned in runes and other symbols of magical energy. Her domains are Magic, Water, Earth, and Destruction, and her favored weapon is a quarterstaff. Her holy symbol is a magical circle of incredible complexity. More advanced worshippers often intentionally make their circle more complicated to demonstrate their devotion and status.

Nellkiss

According to the Sister’s mythology, before Nellkiss, the fifth Sister, existed, creatures who died were simply permanently obliterated. Nellkiss, who was horrified at the destruction caused by the fighting between Ordhari and Lore, created the first afterlife and placed herself in a position to judge the worth of those who died. Unsurprisingly, as a goddess of death who has no interest in causing death or dealing with the undead, she has few worshippers except for doctors, morticians, and others who often deal with the undead. She is lawful neutral and is usually pictured as a half-elf with pale white skin but black hair and dressed in black clothing. Her domains are Death, War, Earth, and Destruction, and her favored weapon is the warhammer (to indicate her role as a judge.) Her holy symbol is a black hammer on a white field bordered by more black lines.

Tregfillia

Tregfillia’s role in Mesion is simple compared to many of her sisters. She is the goddess of nature and thus is responsible for guiding it and protecting it from excessive encroachment by civilization. As a result, she’s very popular among druids, rangers, and many barbarians, but she and Nowne consider each other to be enemies, and their worshippers battle constantly. Tregfillia is a chaotic good goddess who by default emphasizes the healing and nourishing properties of nature. She is usually pictured as an elf wearing nothing but natural materials or sometimes just the plants themselves. Her domains are Animal, Plant, Healing, Earth, and Sun, and her favored weapon is the short spear. Her holy symbol is called the “loop of life,” and is a circlet made of a flexible material carved to resemble plant images that slowly morph into animals and then back again.

Nowne

Nowne is another case of a goddess who seemingly exists just to counter the previous one. In Nowne’s case, she’s the goddess of progress, civilization, labor in general, and warfare when needed. This emphasis on the needs of the people above all put her at odds with both the nature-centric Tregfillia’s worshippers and with more powerful legal bodies, but Nowne worship is so popular among farmers, laborers, and the lower classes that she has remained very powerful. She also has a martial subset of the church with its own paladins that support the virtues of bravery and valor when in battle for a greater purpose. Nowne is neutral good and usually portrayed as a very strong female dwarf that wears armor or simple clothes. Her domains are Strength, Protection, War, and Earth, and her favored weapon is a battleaxe. She uses a holy symbol of an anvil with a hammer and an axe resting on top of or in front of it.

Bas

Bas’s origins are vague and mysterious. The most commonly supported theory according to the myths is that Bas was the eight sister, but for some reason she didn’t choose a gift in time before the later sisters appeared. Having lost her chance to affect the world, she grew bitter and later “gifted” the world with war and strife. According to some theories, she was kicked out of the pantheon as a punishment, but other beliefs suggest that she added a much needed sense of balance to the world and was grudgingly accepted by the Sisters. Regardless of her origins, she now is clearly an active goddess who grants her worshippers powers like any other god. Most of her worshippers are villains of some kind, though her church has very few dealings with undead for some reason, but some druids and other believers in balance worship her as a counter to the other Sisters despite not being evil themselves. Bas is neutral evil and normally portrayed as a beautiful but cruel human woman with weapons and wearing a dark blue dress. Her domains include Death, Destruction, Trickery, and War. Her favored weapon is the scimitar, and in fact she encourages her followers to learn how to wield two scimitars at the same time and uses a pair of crossed scimitars as a holy symbol.

Merida/Tepedin

Though the ninth and tenth Sisters are separate goddesses with their own churches, the two have very similar portfolios and ideals, making their churches allies and the sisters themselves are often considered twins. However, the one thing that almost universally makes worshippers of the twins goddesses angry is if someone, especially a Core pantheon worshipper, gets their specific ideals mixed up! Merida is the goddess of music and is a favorite among bards and musicians in general, while Tepedin is the goddess of art in general and in terms of painting, sculpture, and literature in particular. Almost all artists worship one or both of the twin goddesses. Both are true neutral and tend to be portrayed as gnomes or elves that are dressed in popular artists garbs and respectively wielding a lute or other instrument and a paintbrush or quill pen. Merida’ domains are Knowledge, Air, Travel, and Luck, and her favored weapon is the longsword. Tepedin’s domains are Knowledge, Water, Sun, and Travel, and her favored weapon is the rapier. Merida’s holy symbol is a lyre or other stringed instrument with scenes from popular operas or sonnets between the strings, and Tepedin’s is an open book with a painting on one page and writing on the other.

Jolia

Though Jolia claims to be the creator and the goddess of love, she often is accused of being a devotee of only a very specific, idealized form of chivalrous love. As a result, many of the worshippers who normally are attracted to “love” gods prefer the more open-minded Krista, leading to a very bitter rivalry between the churches that often spills over into civil rights versus state-enforced morality issues. Jolia tends to be worshipped by the nobility and by romance-centered bards and poets. She is neutral good largely due to her stance on non-violence, and she is usually pictured as a human or dwarf woman dressed in the finest and most fashionable clothes. Her domains are healing, strength, protection, and travel, and her favored weapon is the sap, which Krista worshippers never stop laughing about. Her holy symbol is a perfectly shaped woman’s face with an emotional and loving look.

Tsykie

Tsykie is the last of the Sisters, and she took that youngest aspect to heart in creating her gift. She became eternally linked to the state of childhood, and in fact she never has appeared as an adult. She gifted the world with the joy and innocence that should theoretically be the essential aspect of childhood. She is usually worshipped by teachers, nannies, and other caretakers of children, and while normally a non-violent religion, they are extremely vicious against anyone who would hurt a child. Tsykie is chaotic good and is often pictured as a halfling woman, but almost never by actual halflings, who consider this comparison to a child goddess insulting. Just to be annoying, they often portray her as a dwarf of half-orc girl. Her domains are Animal, Plant, Healing, Sun, and Trickery, and her favored weapon is a sling. Her holy symbol is intentionally simple, so even a child could draw an accurate one, and resembles a flower.
 

LordVyreth

First Post
Mesion Excerpt #1: Exalting the Primals

This was the first of what will eventually be a series of letters or slice of life events on Mesion, including some that reference major future events of the series. This plan was partically delayed due to the ENWorld crash and an unexpectedly busy week at work, but I expect to finish at least the initially planned excerpts by the end of next week, while starting work on the actual Story Hour. At any rate, three of the initial excerpts have already been finished, including this one.

Exalting the Primals

Gods are a very real and inescapable part of our lives. We see their churches in ever town and city and their followers surround us every day. Their power is inherent; the very real miracles of their most devoted servants are undeniable. The only thing more real than the gods themselves are their servants, as anyone over 30 can attest to. The celestials, fiends, and other spiritual beings transformed everything we know about our world, from its nations to the smallest details of our lives. And yet, when we think of the gods as inherent beings, we also think of their worthiness as worshipped beings as equally inherently their right.

Why is that? What makes the gods so “right” that we must, or at least should, devote our every fiber of our being to their glory and might? Was it really our best interests they cared about when they started the Godfield War? Or were we considered just pawns at best, and nothing but scenery at worst, for their own advancement? Now, I hear your objections already. The war was regrettable, to put it mildly, but it was a necessary action on the part of the good gods to counter the advancement of evil. I heard these arguments countless times, but it shows an ignorance of history. Before the so-called good gods acted, the evil forces were limited to mortals and their fiendish servants, who were summoned and controlled again by mortals. By acting, the good gods must have known that the evil gods would be able to deploy their fiendish servants directly, leading to the apocalyptic war we endured for over a generation. And yet the good gods acted anyway, and for what purpose? In theory, it was just to save Solar Devotion. And how has that gone? Solar Devotion is gone, and in its place is a city rotted and corrupted before it even began, a city that pays lip service to the gods but worships profit above all else. Truly, such a victory for good was worth our decades of suffering!

Ah, but what of the greater ideals of the war that developed? After all, this wasn’t just about Solar Devotion in the end, but the ultimate victory of good over evil! And how did that turn out? What should have been the final resolution of the ultimate moral principles that guide the planes themselves turned out to be about nothing! After the Bladestill, what happened to the evil gods? They’re still as powerful as ever. And their servants, the fiends, have not diminished in the slightest. Instead, we have to put up with the results of the war; the tainted ground, the blessed lands that instead spawn more conflict and tyranny, and the scattered remains of the evil army that no longer serve the gods but have no difficulty continuing to inflict misery upon us! And despite all this, we still waste our time with the gods! Why? I have no idea if the gods are sinister, uncaring beings who use us as playthings in their eternal game, or if they are merely incompetent and blind beings unaware of the futility of their struggle, but I place no value on the lot of them!

Instead, I place by faith and hope in the one group that ever seemed to care about us mortals before any higher ideal: the primal outsiders. I’m sure you know of them. While the gods were fighting among themselves over who could rule over us and we suffered and died, the Primals, allegedly the servants of the gods, force a truce and negotiated peace, giving us for the first time the chance to form our own societies and live without fear. Yes, I know the myths about what happened to the Primals; that they were little more than intermediaries of the gods, that they were transformed into celestials and fiends and no longer exist, that they themselves taught us about the Sisters. I believe none of them. The Primals had something that inspired respect, if not fear, in the gods. To presume that they served the gods is utter nonsense. Equally nonsensical is the theory that they became the celestials and fiends. The Primals were above such zealotry. Why would they sacrifice their freedom and passion to remain locked in lesser forms for all eternity? No, I believe the Primals still exist, and they again can help us bring peace to Mesion. Perhaps they already have; can you give me a more plausible explanation for the Bladestill? They deserve our honor and our worship, and I implore you to reject your gods and join me in this worship. If enough of us can be united in this goal, we can finally put aside the endless war that has entrapped the other planes and prevent another Godfield War or other disaster in the future.

-Auric Entavil
Member of the Petitioners of the Primals
 

LordVyreth

First Post
Mesion Campaign Details #3

Unfortunately, Mother's Day events took up nearly my entire day, so it'll still be a day or two before I can actually get out my first Story Hour entry. Until then, I'll finish catching up on previous entries from the pre-crash Story Hour. This one details the city of Fra Dane, the setting for the game's first adventure and possibly a major location in the campaign at large. My trademark tendancy to go into development overkill is really obvious here. Though there's no guarantee the party will ever return to this city after the first adventure (though I certainly hope so,) attempts to make the city detailed and full of enough information that I can be prepared for whatever the party does resulted in a city description over a dozen pages in length and with over 60 unique locations! For your sanity, I'll restrict this update to areas that could be important in the first adventure.

Fra Dane

About Fra Dane

Fra Dane is a fairly young city, like most of the city-states are, but it has a strong since of history as a result of being built on the ruins of the ancient city Solar Devotion. The city was bounded by a band of adventurers known as the Fra Danes, led by the ranger Revine Fra. The Fra Danes were known for hiring only female adventurers and it believed that their name was a play on words or alternate misspelling of the term Dame, as in a female titled Knight. Regardless, most of the Fra Danes eventually settled into positions of power inside the city of Fra Dane itself after founding the city and retiring from adventuring. Revine Fra herself was appointed queen. She was assassinated in 2736, but she had since had a son that ascended to the throne.

Besides its self-entitled sense of culture, Fra Dane is known for its mercenary morality beyond its own belief systems, which is appropriate given that the city was founded by a city of adventurers known for their willingness to raid dangerous and often taboo sites like battlefields and the abandoned strongholds of demons. The city is generally considered very cosmopolitan in terms of gender relations, which is again no surprise since the adventurers that founded it were all female, and it has few elements of class warfare despite being a monarchy. However, it is lagging behind in race relations. It has a number of intolerant and discriminatory laws against warforged, shifters, and some of the other new and lost races. Even worse, it specifically lists which species are considered sapient beings worthy of rights, excluding most intelligent monsters, who can be legally pressed into slavery.

Fra Dane (Metropolis): Conventional; AL LN; 100,000 gp limit; Population 135,000, Mixed (human 73%, dwarf 7 %, gnome 6%, half-elf 4%, halfling 4 %, warforged 2 %, half-orc 2%, shifter 1%, other 1%).
Notable NPCs

Town Politicians
Prime Minister Sadine Preston (LN human female Aris 16)
King Trovarr Fra (LN human male Aris 12)
Queen Fidine Fra (TN human female Aris 4/Psion 9)
Prince Amin Fra (NG human male)
Princess Talia Fra (CN human female)
Dane Duchess Shillix Medli (LE half-elf female Sor 14) – former Fra Dane
Duke Kalban Pemorne (LG human male Pal 10) – former Solar Devotion noble
Duchess Moire Pemorne (LG maenad female PsyWar 5)
Duke Nathaniel Bellor (NE human male Aris 4/Rog 9) – bought way into nobility
Dane Marquessa Gelmindis Tarrynot (TN gnome female Aris 2/Rog 12) – former Fra Dane

City Watch and Militia

Sir Mathew Millwater (LN human male Fight 18)
Captain San(dy) Ruet (NG human female Fight 12)
Dane Lieutenant Bellitress Evley (CN elf female Barb 14) – former Fra Dane
Lieutenant Boral Smithe (LN dwarf male Monk 8)
Operative Vel (TN changeling male Rog 13)
Operative Grock (TN half-orc male Fight 11)

Guild Leaders

“Multitudes” Malfin Bloombell (LN gnome male Aris3/Wiz 10)-Count Counters Guild
Patricia Thazar (NE half-elf female Aris 4/Bard 4)-Performers Guild
Daniel Thurgood (LE human male Aris 2/Ranger 9)-Achieve Entertainment
Dereg “The Dirk” (CE halfling male Rogue 13)-Thief’s Guild
Neri Fia (NG elf female Wiz 12)-Wizard’s Advisory

Religious Leaders

Galtan Serin (LN human male Cle 14)-Church of St. Cuthbert
Dane Delia Skywhistle (LG halfling female Cle 14)-Church of Bha-Ael
Crone Ulver (LN half-elf male Cle 8/Wiz 3)-Church of Ordhari
Rivan Wrestliss (LG human male Cle 8)-Nelkiss half of Twin Churches of Death
Meladir Fulsen (LE human female Cle 8)-Wee Jas half of Twin Churches of Death
Grending Truering (LG dwarf female Cle 7)-Church of Moradin
Shalendi Bergil (NG gnome female Cle 6)-Church of Garl Glittergold
Endur Laburr (TN dwarf male Cle 6)-Church of Nowne
Sixitili Enbi (TN elan female Cle 5)-Church of Krista
Anuan Liamar (CN elf male Cle 4/Sor 3)-Church of Lore
David Elfkin (TN half-elf male Cle 4/Bard 2)-Tepedin Head of Church of Culture

Other Notable Citizens

IDL9 (NG warforged male personality Bard 3/Exp 3)-warforged anti-Achieve activist
Wrejid (CN shifter male Barb 6)-Often-violent anarchist
Levign (NG avoral guardinal female)-Former Solar Devotion ally, opposed to ruins replacement projects
Warren Statil (CG human male Cle 7)-Former priest of Jolia, now a vagrant and secret healer
Dane Vorgen Skullcrust (TN half-orc Fight 14)-Retired Fra Dane, given over now to excess
Eske Talltale (CG human male Bard 7)-Popular Non-Guilded entertainer
Mirana Mirage (CN half-elf female Bar 9/Cle 2)-Prima donna singer

Locations
Castle Fra (1.)
The Hexaglyph (2.)
Achieve Entertainment Center (3.)
Church of St. Cuthbert (4.)
Church of Bha-Ael (5.)
Twin Churches of Death (6.)
Church of Culture (7.)
The Giant Gullet (8.)
The Gleaming Vista (9.)
Meadhall Primeval (10.)
The Leaky Bucket (11.)
Zimmit’s Bane (12.)
The Wounded Xvart (13.)
Gormir’s Ale (14.)
City Walls (15.)
Gatehouse (16.)
Watchtowers (17.)
Church of Ordhari (18.)
Church of Moradin (19.)
Church of Garl Glittergold (20.)
Church of Nowne (21.)
Church of Krista (22.)
Church of Lore (23.)
Resting Place of the Devoted (24.)
Sunblessed Cemetery (25.)
Ill-Judged Cemetery (26.)
Watcher’s Keep (27.)
Operative Waypoints (28.)
The Preston Estate (29.)
House Medli (30.)
House Pemorne (31.)
House Bellor (32.)
House Tarrynot (33.)
Coin Counters Guildhall (34.)
Performers Guildhall (35.)
Achieve Entertainment Head Office (36.)
Achieve Supply Storage Facilities (37.)
Arcane Advisory Council (38.)
SRUFBT HQ (39.)
Houses for the Wretched (40.)
The Ruins District (41.)
Old Capital (42.)
The Ichorveins (43.)
Lost Shrine of Pelor (44.)
House Stormblood (45.)
Skullcrust Manor (46.)
The Seasight Inn (47.)
The Dane’s Edge (48.)
The Commonroom (49.)
The Effervescent Tower (50.)
The Just Cause (51.)
The Gears of War (52.)
Oki’s Intrigue’s (53.)
Jorgan’s Smith (54.)
Sadine’s Seraph (55.)
Dane Garden (56.)
Celestial Park (57.)
The Tainted Ground (58.)
Hallefur Theatre (59.)
The Place (60.)

Life in Fra Dane

The people of Fra Dane are known for a sense of arrogance and self-worth born largely for the constant need to prove themselves as a legitimate city. Initial reactions to the city were dismissive due to the city’s founding by a ragtag group of untitled and previously unspectacular adventurers. The common accusation made against Fra Dane is that it bought its way into success. Others complain about both the methods the Fra Danes used to gain wealth and their building of a largely pragmatic city over what was considered a holy and idealistic city’s ruins.

The response to this claim by both the people and the ruling party has been one of competitive self-assurance and an active interest in most citizen’s daily lives to the arts and philosophy, if at least on a superficial level. As a result of this and some of the city’s more archaic laws, political activism is common in Fra Dane, especially against Achieve Entertainment and various racial laws. The city is dotted with both technological achievements of useful or dubious value and with often ostentatious art displays. Ironically, many of these innovations and displays are created by destroying some of the remaining buildings of Solar Devotion, often hurting the very impression Fra Dane tries to make on other cities. The most noteworthy example of the city attitudes can be summed up in the city’s annual Prosperity Parade. The tradition started in 2724 when the Fra Dane displayed many of their remaining recovered magical items of power to simultaneously demonstrate that they had great power beyond wealth and to dare their enemies to take their treasures. Not surprisingly, many enemies attempted to do this that. Despite the damage done to the city itself, the enemies were fought by the city, resulting in a surprisingly enthusiastic response from the populace, who felt they proved themselves. Decades later, the parade has become more ceremonial, but the procession of magical items continues, and there have been annual attempts to steal them or otherwise wreck the parade since then. These attempts have become far less tenacious, however, since any halfway intelligent enemy of Fra Dane knows that the city is well prepared for attacks these days. Most of the attackers are more interested in making a statement or are just crazed attention-seekers.
Exploring Fra Dane

Castle Fra (1.) Castle Fra is, simply put, the capital of the entire city-state. It houses the official living quarters of the royal family and the office of the prime minister. Castle Fra is closed to normal travelers and visitors except on specific holidays, where the royal family and other crucial staff are usually outside the castle or given extra protections.

Achieve Entertainment Center (3.) All the political battles in Fra Dane seem to revolve ultimately around this building. This open-air building is often used as the center of city festivals, musical performances, royal audiences, and other major events, but it’s most controversial role is that of the city’s coliseum. It’s here that Achieve Entertainment often pits various animals and monsters against each other. Though the events usually attract sold-out audiences, it also attracts its share of protesters, peaceful and otherwise.

Church of Bha-Ael (5.) The Church of Bha-Ael was actually built on the ruins of a church to the same goddess in Solar Devotion, and much of the building was restored from those ruins or meant to emulate the same style. This made the church popular with the historical elements of the city, supporting its rise to power as the second-largest church in Fra Dane. Since then, the city earned further recognition with its general populist beliefs systems, making it a popular choice for Fra Dane citizens who want to challenge the more discriminatory parts of the Fra Dane law. The rivalry with the Church of St. Cuthbert that resulted has resulted in a slight increase in tensions between the Core and Sister pantheons.

The Giant Gullet (8.) The Giant Gullet is possibly one of the oldest buildings in all of Fra Dane. It was not only older than Solar Devotion; it originally was moved, stone by stone, from the nation of Grandithin’s Glory back when it united with Palous! The building is officially considered a historical artifact, but it still remains a functioning tavern and inn. The Giant Gullet’s clientele tends to be extremely quiet, mostly out of an understanding that the city appointed guards and bouncers would throw people out for coughing loudly! Despite the strict nature of the place, it’s a popular target for tourists due to its age and historical importance.

The Leaky Bucket (11.) Every sizable city needs at least one dingy, run-down, out of the way inn/bar that any sane person would avoid if given the chance, and in Fra Dane, The Leaky Bucket is one bar that fits such a description nicely. The Leaky Bucket is actually located below one of the city’s rivers due to natural changes in elevation and intentional city planning. As a result, the roof and walls of the bar have almost constantly had at least one leak or another that needed patching, giving the bar its name. Its poor location and tendency to attract river-traveling mariners who have long since learned to ignore such conditions eventually made it a popular location for shady business and conspiracies.

The Wounded Xvart (13.)-Though this bar is known to be rather pricey for what’s generally considered sub-par food and drink, it has a popular reputation in Fra Dane because of its success in recruiting bards and other performers. As a result, the Xvart is one of very few places in Fra Dane where non-Guilded acts can be seen. These range from common bard songs to elaborate musical works from entire bands often composed of races normally received with hostility in Fra Dane, like warforged, shifters, and even the primitive humanoids. Because of this acceptance, the Xvart often attracts political activism and the controversy that goes with it, but tavern owner Brelynn Mirten (NG half-elf male Exp 4) doesn’t seem to mind.

Operative Waypoints (28.)-Nobody knows how many of these waypoints exist, but their numbers are believed to be sizable. These safe-houses work as the only actual bases of the city Operatives, special forces agents the royalty employ for extremely important missions. It is believed that the Operatives often work as if they are above the law, and many discriminated against races often work for the Operatives to earn their respect. It is believed that even criminals are recruited for the Operatives to pay off their debts to society (and sometimes avoid a damned afterlife in Ill-Judged Cemetery.) The only known Operatives are Operative Vel, who works organizing the city’s watch and various militias according to royal orders, and Operative Grock, a half-orc who’s notoriously incompetent with public relations but who is usually placed in charge of that duty regardless. Surprisingly, his simple-minded attempts at diplomacy and intrigue have a way of comforting people with his simplicity, as if the very fact that they’d be willing to let Grock handle a situation is enough to convince people that it isn’t that bad.

House Pemorne (31.)-The family of Duke Kalban Pemorne (LG human male Pal 10,) used to be nobles in Solar Devotion before the city’s destruction. Unlike most of the nobles, who lost their titles and land when the city itself was destroyed, the Pemorne would often revisit the city even during the Godfield War to restore and preserve their territory on the assumption that they could regain their noble stature when the war ended and Solar Devotion was restored. Their hopes proved to be only half-fulfilled when the Fra Danes instead took control of the region and founded a new nation. However, to avoid open warfare with both Zoridel and other nations when they first founded the nation, the Danes made a number of compromises, including honoring the Pemorne’s noble status by making Kalban, the family’s latest head, a Duke of the new nation. Kalban eagerly accepted this and moved his family back into their ancestral home. Some time since then, he made the unusual decision of marrying a maenad, Moire (LG maenad female PsyWar 5,) a former adventurer like Kalban himself. Though maenads are granted full citizenship Fra Dane with no specific legal restrictions, they’re still regarded as alien and slightly improper beings, but Kalban ignored these comments and respected Moire’s similar attitude towards life. The two have collectively become strong social crusaders in Fra Dane, particularly towards race relations.

House Bellor (32.)-Nathaniel Bellor (NE human male Aris 4/Rog 9,) became a Duke in almost the opposite way that Kalban did. He had no noble heritage or titled family members, and his own career labeled him a merchant at best and a swindler or rogue more accurately. However, even with their wealth, the Fra Danes needed some investors to get their city off the ground, and while most were willing to loan them money in exchange for some economic control of Fra Dane, Nathaniel wanted something more. He wanted political power, or possibly just the status that a noble name granted, and he was willing to put all his ill-gotten gains earned by exploiting the Godfield War to do it. Since then, he appears to mostly use his status to show off his prestige, earn invitations to the best parties, make reluctant famous friends, and otherwise make a laughingstock of himself. Some speculate, however, that old habits die hard, and that Nathaniel still is running some organization or another to profit off of his newfound power, and his public attempts to appear as a buffoon are just a ruse.

Achieve Entertainment Head Office (36.)-Of all the businesses in Fra Dane, this is certainly the most reviled. As usual, Achieve tries to maintain a positive perception through its outward appearance, as their office demonstrates. Their head office is several stories high, constantly clean and well-maintained, and is often used for free concerts (always agreed upon with the Performers Guild,) and charity events. The actual business they work in seems to be completely absent based on their main office, which instead is full of eager-seeming employees, seemingly unknowing executives, and endless open spaces and recreation facilities full of positive images of Achieve’s impact on the community. Only when the company’s highest executives, including president Daniel Thurgood (LE human male Aris 2/Ranger 9,) are safely sequestered from all public appearances do they discuss the actual monstrous slavery and violence they do business in. Everywhere else, their “products” are hidden behind technical jargon.

Achieve Supply Storage Facilities (37.)-Similarly, despite the name, these Achieve buildings are nothing but prisons of often the most brutal nature. Unlike the head office, though, these buildings, which always bear no mark of the Achieve name, are not pretty and definitely not for the public to see. Captured monsters are often subjected to torture, experimentation, and mind control to be rendered suitable for their purposes, and monsters that prove valueless are often killed and dissected.

SRUFBT HQ (39.)-SRUFBT, better known as Sentient Races United For a Better Tomorrow, is an activist political force in Fra Dane. It’s leader, IDL9 (NG warforged male personality Bard 3/Exp 3) is unsurprisingly focused primarily on racial issues, given his own anti-warforged discrimination. Their most common rallying cry, “No more symbols,” refers to the identification marks all warforged, shifters, and primitive humanoids must wear when in the city. As a mark of solidarity, many SRUFBT supporters purposefully wear similar symbols or even get tattoos resembling identification marks. SRUFBT is smart enough to realize how easily it would be destroyed if it ever openly committed a crime, so it openly is very careful to restrict their efforts to speeches and legal protests. Secretly, however, and without IDL9’s input or approval, many members launch illegal raids on Achieve and other enemies of their cause or even ally with the more radical allies of Wrejid.

Houses for the Wretched (40.)-Unlike the SRUFBT headquarters, these resistance bases are neither legal no are they on any map, largely because Wrejid (CN shifter male Barb 6,) the leader of the resistance movement, is smart enough to often move them to prevent raids. Wrejid, who is well aware how closely his name is to the word wretched and thus incorporates the word into his resistance often, belonged to a family of shifter squatters who lived in the ruins of Solar Devotion before the Fra Danes founded their city over it. Wrejid’s early childhood and the fate of his family are unknown, but it is well known that when Fra Dane first enacted its law to put symbols of identification on all shifters, Wrejid violently resisted, killed several of the milita who were responsible for the symbol dispersal, and began his anarchist movement within Fra Dane. Houses for the Wretched work as both official meeting places for his movement and safe-houses for fugitives, especially of monstrous races that are unable to live in Fra Dane legally.

The Dane’s Edge (48.)-Off all the inns in Fra Dane, The Dane’s Edge tends to hover resolutely in the middle. Save for its location, there is nothing spectacular about this inn. The Dane’s Edge is noteworthy for the fact that its built into the city walls itself. The inn, according to legend, was actually either some sort of guard tower or observation platform during the Godfield War, or it was actually part of an enemy siege tower that got lodged into the wall and was rebuilt as a permanent part of it. Either way, it’s location, which actually extends outside of the wall by around 5-10 feet, makes it a popular inn for visitors since it’s so easy to find. The inn unfortunately has a bit of a reputation for smuggling based on the theory that it could be used to get people past the city walls fairly easily, but the city’s militia is aware of this threat and patrol the inn’s vicinity more regularly to confirm that nothing illegal goes on. The inn’s owner, Tinker Goodwit (TN male halfling Exp 6,) is known for being a friendly but quiet businessman who goes out of his way to prove his honesty by staying on very good terms with the guards.

The Commonroom (49.)-Though the quality of this inn is poor, guests can be assured at least of the low levels of crime this inn is known for. The Commonroom portrays itself as the inn of the people by offering rooms at a very low price and removing almost every frill and luxury. Many of the inn’s accommodations, including most food and privy services, are communal, and half of the inn guests tend to avoid a room entirely and prefer to just sleep in the inn’s fairly redundant common room. The inn only asks that its guests share mutual trust and respect, a belief encouraged by the inn’s owner, the idealistic and pacifistic Ms. Kharn (CG female kalashtar Pion 7.) Kharn believes in resisting the more evil elements of Fra Dane with love and comraderie, which she also hopes will eventually lead people to her views on the universal psychic collective that can unite all people.
 

LordVyreth

First Post
Mesion Excerpt #2: Letter to Prime Minister Sadine Preston

And, now that we have the details of Fra Dane covered, I can share another excerpt with you. The final pre-Story Hour excerpts will be posted tomorrow, followed as soon as possible by the official beginning!

Letter to Prime Minister Sadine Preston

As usual, what should be Fra Dane’s happiest day, the day of the Prosperity Parade, has been mired by the incessant complaints and outright hatred towards some of our city’s most loyal and important citizens. I’m sure nobody was surprised to once again see the Achieve Entertainment Center, perhaps the most respected source of entertainment and culture on Mesion, surrounded by protesters and even violent anarchists. But you can count me among those who nonetheless remain disappointed by these actions and the annual proposals among the more foolish members of the nobility who actually agree with these protests.

I respect your wisdom and decisions since your inauguration as prime minister, and I realize you have ruled against these proposals every year, but I feel it is my civic duty to assert my support in favor the current laws. After all, the protests and overt crimes committed by Wrejid and other enemies of our city-state get more brazen and desperate with every year, deluding some citizens into believing their movement is gaining strength or the support of the people, a delusion I want to ensure you is totally baseless.

I would like to address the typical two justifications these hoodlums use to defend their crimes. The first is the city’s laws regarding dangerous species like the warforged, shifters, other “new” races, and even primitive humanoids like orcs and goblins. The protesters are against our city’s policy that these creatures are required to wear identifying symbols while in the city and are limited in their use of weapons and employment. The protests claim these beings are being mistreated unfairly with these laws, a claim that is completely nonsensical. Certainly, I understand their concerns. Our city, like all enlightened ones in our day, are aware of the dangers of placing one species above another, and our laws guarantee the rights of humans, elves, dwarves, the other civilized races that have existed throughout Mesion’s history, and even most of the recently discovered lost races. But to assume that races bred for the sole purpose of warfare deserve these same rights is foolish.

Much as we try to deny it, warforged, shifters, and the older races like orcs and goblins are not like us. The recently created races like warforged and shifters may try to live normal lives, and often they may succeed, but at their most basic, instinctive level, their primary functions are to fight and kill. What else could they be? The celestials and fiends, and thus the gods themselves who the outsiders serve, created them for the Godfield War to be perfect weapons. They were not meant to live in peaceful societies, and to even let them in our city is risk enough. Give them total freedom, and we’ll be surrounded by thousands of Wrejids; unrestrained killers who can be set off by any of myriad possible stimuli. And the primitive races are no better, despite their age. In fact, ask yourself; in the countless years since Mesion’s forming, during which we humans and other races constantly built new civilizations, why did the primitive races never establish their own societies? Instead, they exist to ravage our own societies, as living tests the gods provided us with. Some may argue that Durrackrej, the recently established city of primitive humanoids, proves that they can form stable societies. I ask those who argue this, however, have they ever actually set foot in the place? A city is more than a few buildings. It’s a willful attempt to create order and a safe, prosperous haven for its people. Drej, as the place is so eloquently nicknamed, is little more than an anarchic hovel. And the same thing will happen to Fra Dane if we give them the right to alter our culture without limitation.

As to the so called slavery that Achieve practices, I offer not even the slightest sympathies towards its critics. They expect us to respect and honor the rights of monsters? Where would the limits for such sympathies be? If a mind flayer enters the city, should we cautiously wait until it eats someone’s brain before responding? Are beholders given the benefit of the doubt? Researchers estimate that there are hundreds, if not thousands, of sentient species on this plane and beyond. It should not be our duty to determine which should be protected and which should be considered enemies. If a race wants to be given rights and protection within Fra Dane, it should demonstrate its peaceful intents first, much like the dromites, xeph, and other lost races have. Otherwise, they merely have to stay outside of Fra Dane’s limits.

I implore you, Ms. Preston, to consider my words. The last thing this city needs is to accept the foolishness of these well-intentioned but misguided protesters, and in doing so doom it to destruction. This isn’t what Revine Fra wanted. She and the other Fra Danes knew when to show diplomacy and when to use the sword, and this city must do the same.

With your regard,
Duke Nathaniel Bellor
 

LordVyreth

First Post
Mesion Campaign Details #4

Next up is a quick guide to other major locations on the world of Mesion. There's no guarantee the party will visit all or any of them, but it's a good start in terms of preparation for future adventures.

The Toridanir Arcanum

The Toridanir Arcanaum is a neutral good city. It is a magocracy run by well-meaning idealists who believe in creating utopia through the use of magic. Artificers are trained here, but the penalties for leaving the nation are minimal, largely because entry into the program is so restrictive that only the most loyal and idealistic members are allowed in the first place. Toridanir is known for its elaborate magic-based programs intended to fix long-term societal problems, though other cities often disagree with the existence of a problem in the first place, let alone their solution to it.

Zoridel, The Glorious Eternal Light

Zoridel is a lawful good city located on a good-aligned area left over from the Godfield War. The Zoridel administration (named after St. Zoridel of the Heironous faith but also a play on the city name Solar Devotion, which Zoridel has its roots in,) is unusual in its insistence that the Godfield War was a justified battle and that clearly the celestials won, as the world isn’t overrun by evil. Nonetheless, they believe that the ultimate campaign against evil is not over; it just progressed beyond open warfare. The city still supports a number of militant orders whose members maintain order inside and outside the city, much to the frequent annoyance of other nations. Those crusaders, often nicknamed Zores, are potential adversaries of even other good forces.

Lirawonowaril

Lirawonowaril is the second mage-run city-state. Its leader is a True Neutral sorcerer named Xurim of the Unblinking Eye. He is regarded as incredibly intelligent and a good leaders in general, but he’s also considered crazed. He’s paranoid and obsessed with balance, and his traits got far worse recently after an expedition into the Gate of Madness. He actually may know far more about the truth than nearly everyone, but it’s mixed in with more delusional ideas. His city has a very strict observance of neutrality, and churches dedicated to gods of the four extreme elements are not allowed in the city.

Orr Kalen

Orr Kalen is the only city-state built on an evil-tainted land. It’s a lawful evil nation, unsurprisingly, and is known for its strong beliefs on the superiority of the old races and even the primitive humanoids over the new and lost races. They practice warforged and shifter slavery, which is not unique among the city states, but they do so far more openly than other nations. In addition, they have a policy of not allowing any kalashtar, dromites, xephs, or maenads into the city, and they execute elans and changelings upon discovery!

Stahl Modred

Stahl is the only surviving state that existed as a formal nation before the Godfield War. It was originally regarded as a bastion of culture and tolerance, though not necessarily democracy and civil rights. To survive the war, however, its people grew increasingly desperate and they lost many of their most treasured values in an attempt to preserve their civilization. The end result was lawful neutral, mostly benign dictatorship with strong military elements and a people with an almost Spartan level of state and military devotion. While the common citizens have a relative level of rights (though free speech is often curtailed,) individual races are subjected to slavery or overt discrimination, especially the warforged, shifters, elans and changelings. The government itself doesn’t take actions against any races except for elans and changelings, but it lets private businesses engage in their reprehensible actions.

Shi Nella

Though the elves had a fairly impressive structured society before the Godfield War, the devastation of the war and the elves’ general decision to return to nature destroyed many of those civilizations, leaving only Shi Nella. Shi Nella managed to avoid much of the damage of the war due to both their isolation and magical protections. They have since emerged as a dominant force for elven culture, despite its own internal struggles. The political crises in Shi Nella mostly revolve around battles between the gray and high elves, who are generally progressive and in favor of advanced technology and relations with other city-states, and the wood and wild elves, who are traditional, emphasize the city’s natural properties, and often justify their positions based on their longer history with Shi Nella. Much of Shi Nella’s culture is of vaguely Asian influence.

Gilded Darfal-Zezzin

Calling this city a fully-recognized city-state is controversial. It only recently increased its population to that near the other city-states, and its unusual government makes it position as a city or state questionable. In many ways, it’s much closer to a massive business! Darfal-Zezzin is co-ruled by dwarves and gnomes and it treated as a plutocracy with the presidents of the Coin Counters Guild and other guilds as the city’s rulers/owners. The city is located inside a mountain and is dedicated almost entirely to Guild business. However, the workings of the corporation have created an even larger number of support businesses, from housing for the workers and providing for their needs and entertainment to a fully functional military dedicated to protecting company interests.

Durrackrej (Drej)

If Darfal-Zezzin’s claim to city-statehood is a controversy, Duurackrej (or just Drej, as most people call it,) is considered little better than a joke. The nation was formed when an orc chieftain of great power absorbed similarly powerful lizardfolk and gnoll tribes. The latter two were too powerful for him to simply conquer, so he reluctantly agreed to form a new governing trifecta, though he would have the greater authority of the three leaders. The combined force soon created a permanent settlement that attracted other humanoid tribes like a beacon, creating a vaguely stable city that existed contrary to the normally chaotic or at least primitive nature of the uncivilized humanoids. Nonetheless, the city maintains ordered and culture in only the loosest of terms. Riots, fights, crime, and racial conflicts are continuous throughout the city, which remains alive only because the combined force of its residents has proven useful both in distributing mercenaries and in less legal economic growth, like extortion. Surprisingly, however, the city has absolutely no slavery, gladiator battles, or even legal discrimination, suggesting that some or all of the ruling trifecta has an interest in the city for ideological reason, not just pragmatic ones.

Devil City Ulgurtha

Of all the cities on Mesion, this one is arguably the most unusual. It was founded right after the Godfield War when Ulrich Bludwright, the vaguely human name taken by the only pit fiend left on Mesion after the war, led an army of devils and other evil outsiders to the previously uninhabited evil-dominated land. He erected the city with supernatural speed and surprised all his neighbors by launching a surprise surrender on them! In other words, he immediately and unconditionally offered the city to all of its neighbors. Said neighbors, who were already in the middle of plans to just invade the place, were suspicious of this plan and none of them were willing to be the first to walk into what they assumed was a trap. A few crusading orders did enter the city, but they soon left when they were welcomed by open arms by the devils and almost were given the keys to the city itself. Since then, the city has been at relative peace with its neighbors, and nobody’s really sure if Ulrich truly wants peace with its neighbors, if it plans on maintaining an image of peace while letting the city’s residents secretly make war on its mortals, or if it’s just biding its time before launching an all-out assault. Certainly, some of its citizens have committed crimes against mortals, but while Ulrich has stopped any investigations of the war crimes of the city’s fiends, he has allowed investigators to catch criminals that have acted since then. This has proven helpful to various demon and devil hunting organizations, but if anything, it has made them even more suspicious about the city’s mysterious king.

Altectonis-1

Though nowhere near large enough to justify the name of city-state, Altectonis-1 is nonetheless a prosperous city with a population that consists almost entirely of warforged. Given the inherently lawful nature of the warforged, the city not only sprung up quickly, it managed to achieve a very enviable level of stability. Crime is low, though police presence is high to assist in this, and the letter of the law, while not overtly cruel or punishing, it very strict and leaves little room for interpretation. The city is also relatively unfriendly to non-warforged simply because it lacks most of the amenities organic beings need: inns, restaurants, taverns, and even privies are almost nonexistent! Instead, Altectonis-1 makes it money mostly by assisting in hiring out its people as laborers or mercenaries. The warforgeds’ ability to resist many things that could endanger common laborers make them popular in hazardous jobs like mining, though this has earned the city’s people some enmity from normally warforged-tolerant races like the dwarves, who are afraid the constructs might steal their own jobs. The ruling body of Altectonis-1 (a republic) has expressed interest in not expanding the city further to create a new city-state, but instead preferring to create a new city entirely, which will presumably be called Altectonis-2 (Altectonis was a warforged veteran who earned great respect for his actions in the war.)

Dromis Prime

Actually, the dromites don’t use this naming system for their own cities, but their names for their cities are unpronounceable in normal language, so a common naming system was created for their cities in Common. Dromis Prime isn’t even an especially big city for the dromites, or at least it wasn’t until recently. However, Prime is not only one of the city-hives located closest to the surface, it is conveniently located near a major trade route. As a result, it quickly became popular first as a tourist attraction and later as a convenient place to re-supply and simply rest during expeditions. Once the dromites realized how useful this was in improving their relations with the other races, not to mention their own economy, they poured even more money into expanding the city, making it openly accommodating to any sentient race that is willing to stay there. Some dromites, however, are starting to feel that attempts to commercialize the city have gotten out of hand, and are arguing towards preserving more of the city’s traditions.

Scintinorius, The Cove of Colors

Much like Dromis Prime, this seemingly minor maenad city gained popularity due to its proximity to established civilization. It was discovered just offshore of the small elven town of Lyria Mein, and it was soon discovered that both Lyria and the maenad city were within the realm of a good-aligned region located mostly on the water. Soon, Lyria became a major shipping city with a special business of transporting visitors to and from the Cove of Colors, which is located inside a massive cave and is only accessible by water. The city got its name from the way sunlight reflected off of the water and then on the largely glassy and gem-laded walls of the cove, creating a very frequent effect similar the aurora borealis right in the middle of the city! However, the maenads were afraid that their city would become a cheap tourist attraction if they over-emphasized the simple visual appeal of their city. Instead, they worked to turn it into a world-renowned center of culture, the arts, and theology, using the good-influenced environment to boost both these purposes and the city’s own ecological properties. So far, it has been successful, but it has a long way to go before obtaining Mesion-wide renown.

East and West Xegil

These two cities of the xephs are the closest that they come to a capital. Like all xeph cities, their locations at the literal edges of the world make them a rare place for other races to visit, but they have gained some interest due to a unique feature about these cities. Despite the fact that they are almost as far away from each other as possible while still being on Mesion, the cities are apparently linked by a massive psionically generated teleportation circle that fills the far edges of both cities, making both cities into an almost completely connected whole! Besides making travel much easier for cross-Mesion trips (when the xephs let their city be used for that purpose, which is admittedly fairly often,) the sheer power of such a portal has made it the focus of a lot of research. Even the xephs aren’t sure where the portal came from; some think it always existed, and others believe that earlier xephs created the portal but didn’t record the process they used.

Primal Mountain

Once, Primal Mountain was considered little more than an awe-inspiring natural landmark (as the largest mountain on Mesion,) and a popular destination for pilgrims because of its rumored spiritual properties. This changed when the pilgrims that eventually would become the kalashtar and inspired visited the mountain during the Godfield War. Now, Primal Mountain is an increasingly populous and advanced civilization that could arguably be called a city-state if anyone outside of the inspired culture ever was allowed to visit it and confirm their size. Inspired, however, have a very strict and mercilessly enforced isolationist state that prevents anyone from entering the region. If possible, inspired try to eject nonviolent visitors without killing them. The exceptions to this rule are kalashtar, who the inspired consider traitors and thus kill on sight when within their country.

Arcadia/Elysia Crossroad

This strange region is located at the last of the known three good-aligned territories. To prevent a major land-grab for what should be a peaceful region, a number of good forces collectively gained control of the land and were able to prevent any further incursions despite the lack of a solid city-state. Instead, the more neutral and chaotic good forces that control the city (including many eladrins and guardinals, and even some angels,) have let the area be decided by the people directly. Ironically, this has made the area very bitterly contested, but in the most polite way possible! The major conflict comes between the Arcadians, who tend to have lawful to neutral alignments and believe in creating a systematic, if not oppressive, society similar to that of modern suburbia. The Elysians believe in a very limited, semi-nomadic existence with little to no public buildings. The two have engaged in most nonviolent but often very bitter struggles about how much of the region should consist of each group’s ideal terrain. The actual ratio has changed constantly, with each group seeking constant support for an increase of their region and yet another change to the region’s name (hence why most people just call it the combined name or just the Crossroad.)

The Playground

The most important rule of the unsettled territory known as the Playground is that you never, ever call it that while there. The Playground is a relatively fertile but extremely dangerous set of hilly plains that have become controlled entirely by halfling bandits. In fact, the area is so entrenched that many of the bandit leaders have become de facto warlords who fight each other for increased power. Everyone who enters the region is at risk of robbery or worse, but between their playful (if often cruel,) sense of humor and a twisted code of honor, many bandits can be tricked or negotiated with by the cunning.

The Splintered Peaks

Nobody goes to the Splintered Peaks any more, at least not anybody sane. Though the Splintered Peaks was never inhabited by fiends long enough for it to develop an evil taint, it was the site of many of the Godfield War’s most brutal battles, including one that gave the mountains their names. A particularly strong magical attack ran through the tops of the mountains, causing massive avalanches and leaving cracks in the mountains themselves. Since then, the place has been a breeding ground both for undead, who were apparently created both by fiends to serve as soldiers and from the deaths from the avalanches themselves, and for stranded or resisting demons and other evil outsiders. The mountains’ many cracks have made attacks in the region nearly impossible, while the demons and outsiders can regularly attack nearby towns and foolish travelers. For now, the area has been avoided, but the attacks have been getting more frequent and at more distant targets, suggesting that the forces in the Peaks are getting stronger, or at the very least bolder.

Forest of Wrath

The Forest of Wrath has had a reputation for being haunted for as long as anyone could remember, and not inaccurately. The Nature’s Wrath, a nightmarish undead whose exact physical form is unknown, has made the forest his home. The Wrath itself lives at the very heart of the forest and rarely ventures out beyond it, but much of the forest is filled with Nature’s Rages that rose due to the proximity to the Nature’s Wrath and other undead created by the Wrath and the Rages. Nonetheless, particularly reckless and stupid hunters sometimes try to hunt in the forest, which usually costs them their lives. One especially obsessed brand of undead hunters that include the Wilderness Devoted even made this part of their rituals; they are required to go into the forest, kill an animal, and wait until it raises as a Nature’s Rage that must then be itself destroyed by the hunter. The only sane reason to go into the Forest of Wrath is to meet its only intelligent non-evil resident known locally as The Eccentric. There are many rumors about her true nature, including theories that she’s responsible for the evil of the forest, that she’s a simple druid or madwoman, or even that she’s a surviving Primal Outsider, but the few reports from those who met her are insufficient to determine exactly.

Grim Ward

No city can be found in the area known as Grim Ward, but it is an important site nonetheless. Unlike other evil-dominated lands following the Godfield War, no major societies had the chance to develop in Grim Ward, giving various good factions the chance to secure the borders and keep the tainted land uninhabited. However, this has proven to be a grueling and difficult task. In addition to stopping both evil outsiders and power-crazed mortals from entering the region, the area’s guardians have had to fight with nature itself. The area is filled with bizarre, damaging storms, fiend-tainted animals and monsters, bizarre environmental effects, and the seemingly spontaneous generation of even more unnatural monsters. The clerics, paladins, and other noble keepers of the land have to often be rotated due to injuries, deaths, and mental fatigue, and even the ones who get out without physical arm often end up going mad as a result of what they endured.

Celina Braye

Though it was not a city-state in itself, Celina Braye was once a great nation of the elves that was spread through the entirety of a massive valley. The elves created and maintained massive magical forces in this valley, and as a result it was a frequent target in the Godfield War. Despite this, they were able to repel attacks for years before finally being taken by one side (which side has been lost to history.) They town was immediately assaulted by the other side of the war, but the power of the occupying force coupled with the valley’s defenses proved unbeatable. In desperation, the attacking side decided that if they couldn’t have Celina Braye, no one would. They diverted a series of nearby rivers into the valley, which soon turned it into a flooded ruin. The elves were almost universally killed as a result, and the war moved on, leaving the countless relics of the former nation behind. The valley is a popular target for treasure hunters as a result, but it is also a very dangerous one. Besides the hazards of underwater travel, the valley is plagued with the Sunken, undead monsters apparently created from the elves who were drowned.

The Gate of Madness

Many dungeons, caverns, and underground societies dot the world underneath Mesion’s surface, but none are as infamous or as feared as the Gate of Madness. Before the Godfield War, the labyrinth that would be called the Gate of Madness was simply famous for its impressive size, as it is the result of many connected natural cave systems, underground dwelling creature’s cities, and ancient burial chambers and catacombs. This massive dungeon was so large that many of the most notable battles of the Godfield War occurred here, though witnesses to said wars are few given the location. Sometime after the Godfield War, however, things changed. The upper layers of the dungeon were more or less normal, though even there strange creatures and incidents were reported. The deeper one goes into the dungeon, however, the stranger things get. Reports from the few who explored the depths of the Gate of Madness and survived claim that insanity itself seems to rule over the dungeon. The laws of common sense, biology, and physics itself are overruled to create a surreal nightmare. Despite the obvious dangers of this place, more and more adventurers are attracted to the wonders the Gate of Madness claim and the hope that the place was warped to create the stuff of the dreams in addition to the stuff of nightmares, or failing that, that at least the massive treasures left behind haven’t been altered significantly.
 

LordVyreth

First Post
Mesion Excerpt #3: Travels of the Target

And now for a bit of ominous foreshadowing. The details of this update are intentionally vague, both to avoid giving anything away and because I'm still tying the details of the game to the plot as it develops and the characters' motivations.



The target arrived at its next stop, which by all appearances is just another nondescript village. That was just how the target liked it. Harrin’s Steading, Dawn Grove, Capeville, and countless other villages just like this one blended in the target’s mind. The target knew the rules. Stay out of cities. There, the target’s enemies could be anywhere and the target’s identity could become known. Stay out of the wilderness. Enemies can stage an ambush behind every rock or tree, and an accident or simple monster attack could ruin everything. No, it was best to stay in the relative anonymity of small towns. Above all else, though, the target knew that the first rule now is simply to flee. In earlier days, the target and its organization could afford to hide in plain sight. But the target, and more importantly what the target had, was too valuable right now.

The target’s name is not to be revealed. If possible, neither is the target’s title, profession, race, or even gender! Until the target’s organization is no longer in crisis and the target can return its possession to safer hands, it must avoid making contact with anybody. And yet, the target is becoming increasingly worried that this is no longer an option. The target was supposed to be contacted by more powerful and higher ranked members of the organization as soon as possible, but it has been months now without even the first hint of communication, and the target is worried that the worst has happened; the target is the last member of the organization alive! In addition, the target knows that it is a target. It was attacked several times already, and though it managed to through off pursuit so far, it knows it can’t last forever. It will have to either get help by the organization, or it will have to find some trustworthy allies soon; people that its enemies don’t know about.

The target knows all too well about the threat of its enemies. Ever since its organization existed, there have been forces that threatened to end the organization and its goals. But in the last few years, things have changed for the worst. A new secret society is threatening the target’s organization. This new threat has the resources of a small nation, perhaps suggesting that a city-state is directly funding the society. They also appear to be fully committed to finding and eliminating everyone in the target’s organization, making their goal obvious; they seek the very object the organization was created to protect; the same object the target is now forced to protect with its life alone. The target knows that the odds are against it. It has absolutely no hope that it will even survive the next few weeks, assuming it survives the day. But it tries not to think about the seemingly doomed chances of long-term success, or what it means for Mesion if it fails. It just has to deal with each day and each village at a time.
 

LordVyreth

First Post
Chronicles of Mesion: I Love a Parade: Introductions

Fra Dane! It is a city of culture, a city of progress, but also a city of controversy. Founded by wealthy and opportunistic adventurers who saw the abandoned ruins of an ancient city devastated by supernatural warfare as an opportunity, Fra Dane has had its share of troubles and has yet to truly impress the rest of the world of Mesion as an independent and powerful city-state in and of itself. Nonetheless, it is developing a culture of its very own, one that demonstrates both the wealth and sophistication of its people and its bloodthirsty willingness to defend the same.

These attributes come together perfectly in an event commonly known as the Prosperity Parade. At first, it was simply a public display of the wealth and opulence the adventuring party, known as the Fra Danes, had earned in their long careers that gave them the opportunity to found their own city. When said display was simultaneously attacked by dozens of greedy criminals and warriors under the employ of rival nations, only for the Fra Dane forces to fight them all of in a spectacular battle, the Parade became known for a different message. The people of Fra Dane were clearly wealthy and powerful, but more importantly, they were willing and able to fight to maintain their power. This nationalistic message emboldened the city, slowly turning the annual Prosperity Parades into the city’s most popular holiday and tourist attraction, in spite of, or perhaps because of, the still annual attempts to steal some of the treasure. The festival attracts attention both among the city’s natives and its many visitors, all eager to find some method, legal or otherwise, to make some money on the festival.

Luke, one of the city’s natives, was in the process of joining one of the legal methods. He was currently standing in the middle of a mostly empty building he previously thought of as just another warehouse. For now, however, it was a staging ground for the Parade itself and a headquarters for the city’s elite Operative unit, a semi-secret police system that answered to the prime minister herself directly. One such Operative, a man who only identified himself as Operative Vel, was addressing the recently inducted members of the watch and free-lancers hired on to provide extra security for the Parade.

“Some of you have been with us for years, so I’m aware that you have heard this before, but you will have to bear with me,” Vel began. “After weeks of training, the Parade itself is only 24 hours away, and your assignments have been determined. All of you have been called here because of your career’s records to date, your abilities, or simple random chance. It is not my position to determine these roles, nor to question them. I am only here to give you your assignments.”

Vel held out his hands to gesture to the contents of the warehouse, which included several elaborate parade floats. “These three floats are your official priority; you are to take any steps needed to protect them. Thanks to the efforts of our city’s most powerful magic-users, they have been altered to move the entirety of the parade route on their own, removing the risk of vulnerable or disloyal teamsters and easily attacked animals of labor. In addition, all floats are protected by fields which prevent any form of magical teleportation within their vicinity, making an ambush of this nature impossible. This does not remove all risk of attack, of course. You will be expected to ride on the floats themselves and while you obviously should not interfere with the treasures or the public’s enjoyment while witnessing them, you will have to fight off all attacks that threaten then the treasures themselves. You will note that each float contains a system of walkways and defensive barricades that have been constructed for just that purpose.”

Vel traversed the warehouse while pointing the various heavily guarded treasures that would soon be placed on these and other floats. “Most of the treasures you will be guarding are of little value to the city.” He indicates a massive six foot column seemingly made entirely out of gems. “This, for example, is just a curio found over the course of the Fra Danes’ raids on abandoned fiendish outposts near or after the Bladestill. The gems that make up the column are nearly indestructible, but any attempt to remove them from the column would ruin them, and their value as jewelry is nearly worthless.” He moved on to point out a suit of armor and other treasures. “These non-magical treasures are simply considered part of the city’s art treasures. They are fairly valuable but not especially important to the city or a worthy target for thieves.” Finally, he stops at a large ruby. “This, however, is a likely threat and your main concern during the play. It is a magical item known as the Jewel of Success. In addition to being extremely valuable, this magical item is known to improve the luck of its wielder. The Fra Danes claim it saved the lives of one or more of its members on many occasions, and it has been targeted on previous years.”

As Vel continued to talk about the exact details of their duties, Luke sighed inwardly and tried to figure out, once again, how his life came to this. Just days earlier, he was a respected, if extremely low-ranked, member of the prominent church of Ehlonna. Despite his young age and lack of experience, his potential was already acknowledged by his superiors. But all that changed at his discovery of something horrible at the heart of his church; a corruption seemingly started by the church’s new high priest that an idealistic devotee like Luke couldn’t abide. When he threatened to reveal what he witnessed, he was threatened with expulsion from the church. Luke elected to resign instead, letting him preserve his dignity and his faith. However, dignity and faith don’t pay the bills or help him eat, at least not at his level of theological devotion, so he was forced to take the first honest job he could find. Well, he figured, the city militia isn’t so bad. If he was reasonably successful on a high-profile mission like this, maybe he could gain some stature and titles within the city’s justice department. From there, maybe he could finally use that power to go after his former church, removing its corrupt elements and letting it be the beacon of justice that Luke expected it to be.

But Luke’s hopeful daydreams were cut short when one of his fellow watch members had a question. “What can we expect to go up against tomorrow? Is the Thief’s Guild a threat?”

Vel came as close to smiling at the question as he seemed capable. “No, the city is well aware of the Thief’s Guild and has taken a pragmatic approach to its role in the Parade. A sizeable donation has been made to the Guild’s interests, ensuring their alliance for the span of this holiday.”

“The city bribed the Guild into doing nothing?” Luke asked with disbelief.

“Oh, the Guild will do something. They’ll launch a very impressive and flashy raid at a very precise location and time where we coincidentally will have some of our strongest defenders. The attack will be amazing and dramatic, forcing the members of the Guild to flee for their very survival, save any that the Guild decided are too rebellious or incompetent to be worth their furthered support, who will of course not be informed at the details of this plan.”

“No,” Vel continued, “Your threats will likely be smaller targets. In general, the most common threats to the Parade now are political idealists or violent anarchists who try to disrupt the Parade to make a statement. Given the annual gladiator contests at the Achieve Entertainment Center, there will certainly be protests at its gates, but your floats are far enough back in the order of the Parade that it won’t be your concern. Random attacks by some of Wrejid’s zealots are your most likely threat.”

“Wrejid?” a newcomer to the city and one of the free-lancers among the recruits asked.

“Wrejid is considered one of the city’s most dangerous criminals,” Vel explained. “He and his family were squatters in the ruins of Solar Devotion when we arrived to begin work on the city. When we implemented the Symbol Act requiring that all shifters, warforgeds, and other sapient races deemed a threat by the government be given unique identifying symbols they are legally required to wear at all times, Wrejid went crazy during his symbol assignment. He killed many government workers and escaped into the city, and ever since, he and his so called “resistance” movement have harassed or threatened Achieve employees, disrupted their business, wrecked symbol assignments, harbored other criminals, and generally caused random mayhem.” After seeing the nervous looks on many of the newer recruits, Vel made an attempt at sounding reassuring. “Now, we don’t anticipate anything of that sort happening here. Wrejid usually goes after Achieve targets or more obvious symbols of the city than fairly minor random magic items. The worst you’ll have to deal with will likely be some over-enthusiastic children, if that. In fact, we recently came up with a lead that there is a small group of potential troublemakers that could cause a hindrance to the floats, and your target specifically. We doubt you’ll have to do anything more elaborate than kicking in the door to their hideout; a currently empty residential establishment located on 1942 Rodent’s Way. We would like some of you to investigate this site and scare off its residents before they could cause a distraction during the parade. Any volunteers would be welcome.”

Eager to prove himself to the militia, Luke volunteered, but something about this entire job seemed wrong, somehow. “Are you sure the worst things we’ll go up against are disaffected children?”

Vel responded, “It isn’t certain, but it is likely. The Prosperity Parade has been going on for years now. Between the Thief’s Guild’s attempts to silence any competition and our own increasingly vigilant defenses, any professional criminals have by and large given up on any sort of attack on the floats. The only major attempts to steal anything are manufactured shams by the Guild or our own forces to impress the crowds. You’d have to be insane to attempt a heist at this point.


The Leaky Bucket Tavern has a reputation for the its poor, watered-down drinks, its poor, watered-down environment in general, and an unusual quirk of geography and city design that actually places it underneath a riverbed, which explains the first two parts of its reputation. It’s also known for a propensity of tavern brawls, shady dealings, and other things the less reputable brand of adventurers tends to love. The night before the Parade, a small collection of newcomers arrived at the bar, each entering or living in the city for his or her own reason, though the motivation of gold has united these strangers.

One of the new arrivals in town, Enrique (or as he prefers, Enrique the Great,) was the first of this collection to arrive. He arrived in this town with one purpose, vengeance. One of his own, a friend of his from a life long past, had wronged him. He would have that wrong paid back, and with interest. He managed to track his adversary as far a Fra Dane, but it was here that his money began to run out. As a result, he decided to seek some quick employment before his quest would continue. He sat at the bar and decided to see how the situation played out before he got himself involved personally. As he looked at the paltry remains of his money, he shrugged and ordered the cheapest drink in the bar.

The next to arrive was an unusual elven man with an even more unusual name. Elvis, however, has a justification for such an unusual name, as he came from a world as alien as it is. Elvis was born and raised in another world known as Eberron, where he was recently inducted as a member of the Gatekeeper druidic order. However, early in his career, he was trapped by a Rakshasa who struck Elvis with a magical blast of light. The Rakshasa’s actual intent is unknown, but the blast of light transported Elvis to Mesion, where Elvis has been forced to wander and try to adapt to despite its differences. The land is different. The people and races are different. Even the gods are different. Fortunately, and by an extreme coincidence, the languages are almost exactly the same, but Elvis nonetheless has had difficulty finding a place in his new society. He hopes to eventually find a wizard or other powerful being capable of sending him home, but he realizes that such a request would likely be very expensive, so he began to look for ways to make the massive amounts of gold he will eventually need. After arriving at the Leaky Bucket, he cautiously scanned the bar, getting an idea of the patrons and employees before seeking his employer.

Anastacia, the third to enter the bar, looked a little more experienced and world-weary than the others, at least in terms of life in general if not combat. Her story, however, remained a mystery, and she made no attempt to interact with the other patrons of the bar. She merely waited until other interest parties appeared ready before joining them. The most one can tell from her is that she apparently has military training, judging by her armor and numerous weapons.

Lorren, the final of the fledgling adventurers to enter the bar, also appeared nervous, but it was mixed with an unrestrained eagerness. Unlike the other visitors to the bar and like Luke, he was a native to Fra Dane. At the age of seventeen, Lorren is extremely young for a fully trained, if inexperienced mage, and during his apprenticeship he was known as a child prodigy. Despite his success, the nature of his apprenticeship grew intolerable to Lorren’s own ideals, which is impressive given his general lax view of morality in the first place. He willingly ended his apprenticeship, which earned him his freedom but forced him into the dangerous job of adventuring far sooner than he initially planned. However, Lorren was happy to embrace his newfound premature adulthood, including his first visit to a real bar! As soon as he arrived, he eagerly sat at the bar and was about to order his first alcoholic drink, when he realized he had no idea what any of them were. He decided to ask the nearest patron what he was drinking and just have the same. Unfortunately, he asked Enrique. Enrique, upon hearing the question, smiled and replied that he was having the bar’s best. “After all,” Enrique thought, “If I have to drink this slop, I don’t see why everyone else shouldn’t.”

Finally, after the four adventures took some time to go over the tavern and each other to determine there was no immediate threat, they slowly made their way to the contact they were each told to meet if they were interested in the job. The contact was a typical shadowy figure who remained largely hidden behind a hooded robe and was further obscured by the darkness and mist that filled the tavern. Nonetheless, when the four adventurers neared him, he nodded in recognition and motioned for them to come closer. As the proto-party drew nearer, they could see that the man was an elf of some sort.

“Excellent, I expected your arrival,” the man simply said. “I have need for some combat experts for a heist me and my compatriots have prepared.”

“And just what is this heist?” Elvis asked.

“Something that should make all of us very right,” the elf replied. “We’re going to steal the Jewel of Success!”

OOC: And so ends the first official Story Hour update. This covers approximately the first half of the first session. The next update will finish the session, begin the second session, and introduce most, if not all of the remaining party members. So far, we’ve seen five of them introduced. Yes, Luke is so far one of the player characters, despite being in opposition to the rest of the party so far. It’ll be resolved by the conclusion of the adventure. I hope.
 
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LordVyreth

First Post
I Love a Parade: Recruitment

After initially hearing the plan, the four adventurers were skeptical, if not outraged, by the mysterious elf’s plan.

“That’s insane!” Lorren, who lived in Fra Dane and saw many of the parades personally, shouted. “We won’t get near the Jewel before the city militia will tear us apart!”

The elf, however, simply smiled. “Normally, you would be correct. However, I have allies within the city that arranged to make this heist possible. The floats normally are given a set of instructions that let them travel across the city on the parade route automatically. However, this float was given alternate programming, causing it to take a detour at a crucial part of the parade route. It will travel down a narrow street in one of the poorer and emptier parts of town. This will give you five hundred feet or so of room to board the float, fight off its attackers, and steal the jewel. Unfortunately, I myself am no fighter, and taking the Jewel would be risky at best for me. That’s where you come in. I have determined that all of you are competent and skilled individuals who are still relatively unknown to the city, letting you work without raising too much alarm. All you have to do is steal the Jewel and return it to me, and we can split the money it’s worth when we sell it.”

“How much can we expect to make?” Enrique asked.

“Given my channels of buyers, each of us can make several thousand gold.”

That seemed to satisfy Enrique, but Lorren and Elvis remained suspicious. “And how will you actually be selling this Jewel, Mr…?” Lorren asked, implied that he would like more information about their “benefactor.”

“You may call me Treafilel,” the elf replied. “I understand your suspicions, but a mutually beneficial arrangement like this has no need for such deceit. I will be waiting here tomorrow at this time for the Jewel. In the meantime, I must go, as it is not wise for us to be seen together for long. I recommend you leave and get your rest tonight, for tomorrow will be a busy day.”

With that, Treafilel left, but the party took a few moments to converse quietly. “I don’t think he’s telling us the whole story,” Elvis admitted.

Anastacia nodded her agreement, and Lorren suggested, “I think we should follow him. He might reveal more about who his allies are. If he plans on betraying us, we might be able to get the drop on him or even go over his head to sell the Jewel ourselves.”

Enrique, however, shrugged. “I have no interest in these things. I may need some money to stay alive, but my concern is vengeance. You try to follow him if you want, but I’d rather find my enemy. I’ll be there tomorrow for the heist, of course.”

So saying, Enrique went on his way, while the other three began to track their theoretical employer.


As Luke and the other militia members selected to investigate the lead Vel gave them traveled to their destination, Luke pondered the troubling final instructions Vel gave Luke personally. “I should warn you that we seem to be understaffed somewhat this year. Either people are losing interest in working as guards for the Parade or something is discouraging them from joining. As a result, we’re still looking for immediate free-lancers to shore up our defenses. If you can find any trustworthy-looking professionals to hire, you will be rewarded with a bonus upon the completion of the parade.”

The last thing any trained fighter wants to hear is that his superior doesn’t think he has enough soldiers. As a result, as he traveled to the house, he kept his eyes open for anyone that might help his cause. He paused as he passed the Commonroom, arguably the cheapest inn Fra Dane has that a visitor could hope to stay in without seriously risking one’s life. He noticed what looked like a down on her luck minstrel playing for charity at the door.

The woman saw the unknown cleric pause and eagerly prepared to play. As another newcomer to the city, she was happy to get any attention, especially from anybody that looked like they had some money to spend.

After a song dedicated to a god totally unrelated to Luke’s own Ehlonna, Luke was left a little aghast, but nonetheless he decided to extend the offer. After all, Ehlonna works in mysterious ways; perhaps this odd but devout young woman (who was human, as far as Luke could tell,) was a fated encounter for him. “Young lady...” he began.

“Ik,” the woman replied, forgetting for a moment that changelings are not very welcome in Fra Dane, at least not without registration.

Fortunately for her, Luke was not an expert on the nomenclature of other races. “Well, Ik, I have a business proposition for you,” he began. “The Fra Dane government has authorized me to recruit promising citizens and free-lance mercenaries to increase security for the Prosperity Parade. I believe that you would be suitable for this task, given your talent with a musical instrument.”

The implications of that last comment didn’t seem to bother Ik, not when more important matters were on her mind. “How much does it pay?”

“Well, the base rate is about twenty gold, but if we succeed in protecting our target objects, we get a bonus.”

“I’m in!” Ik happily replied, and she joined Luke’s team. “This could be a big break for me,” she thought to herself. “Finally, I can put those last two performances behind me. It's not like the fires were my fault or anything…”



Not all the visitors to the city with an interest in quick and less than legal employment are crazy or chaotic enough to actually steal from the Fra Dane government, however, or are so willing to do anything to earn their money. Urr Steiner, a halfling sorcerer who was generally interested only in more noble causes, spent the day before the Parade drinking at the Giant Gullet and pondering how he’ll be able to pay for the trip home. He was at the Gullet because of rumors he heard that the place was secretly owned by powerful unseen forces, and between that and the fact that it’s a famous historical site and popular among tourists, it’s supposed to be a good place to learn about local jobs to do. However, as the sun set and it got late in the night, he was wondering if the rumors were just that. Just as he was about to give up for the night, however, the barmaid dropped off a drink he hadn’t bought and a note. Curious but cautious, Urr read the note and learned that it was sent by a man in the corner of the bar. The man had a bright red symbol attached to his armor and a bestial appearance, suggesting that he was a shifter. According to the note, the man indicated that he was looking for more moral adventurers for a job.

Urr approached the man, who introduced himself. “For obvious reasons, I can’t give out my name, but I work for Wrejid, our city’s foremost hero.” After seeing some confusion on Urr’s face, the shifter explained about Wrejid’s past and the role of the symbols he and others of his kind are forced to share. “But that’s not my purpose here tonight,” the shifter clarified. “As you may know, one of the most noteworthy events of the Prosperity Parade is a battle in the city’s coliseum known as the Achieve Entertainment Center. Those greedy sadists spend months before the Parade hunting for any unusual monsters they could find and shipping them into the city. Wrejid has always opposed turning a slaughter of this sort into twisted fun and has worked to free as many captured creatures that he can. We have recently learned of an Achieve holding center disguised as an abandoned residential building. There aren’t enough of us among Wrejid’s followers to take care of every captive since he have so much to do to oppose the battle itself tomorrow, so we’re looking for passionate heroes capable of assisting us. Of course, there will be money involved should you succeed.”

“What do you want me to do, exactly?” Urr asked.

“We want you to investigate their prison and try to release the prisoner if the guards are minimal. If you can free the prisoner, you can take him to one of our Houses for the Wretched. From there, we’ll help the prisoner escape the city or integrate itself within our organization if it so desires. It’s not our place to determine the prisoner’s fate for it after we release it, after all.”

“Very well, I’ll do it,” Urr replied.

“Excellent.” The shifter slipped a piece of paper containing the addresses of the Achieve holding cell and a nearby House for the Wretched. “If you do well here, perhaps you’d like to become one of our own? The need for devoted warriors is greater now than ever, and with time and effort, the evil of Achieve will finally cease and we can finally be freed of these symbols.”

“Maybe,” Urr said, noncommittally. He had no definite plans to even stay in the city after the Parade, after all. As he left, he glanced at the addresses the shifter gave him. “1942 Rodent’s Way,” he noted, as he set off.


Grim, another visitor to the city, was actually here for honest work. Ever since his parents, both half-orcs like he himself was, were killed by unknown attackers, Grim has traveled with his aunt and uncle’s employer, an animal expert named Merlin. Merlin travels the world with his menagerie of strange animals and monsters, and as Grim grew up, he learned both his boss’s love of animals and the strength and force often necessary to capture and protect them. Despite his love of animals, however, he also feels a constant anger about his parent’s deaths and a desire to avenge them, letting him channel that anger into a violent rage when needed. On the night before the Parade, however, he had far simpler ambitions. He simply was looking for something interesting to do in town, which he soon found more of than expected. While entering an alleyway, he overheard voices ahead and ducked into the shadows to learn what was going on.

“What do you mean you lost him?” Lorren demanded. “I thought you were a trained tracker, and you can’t follow one man down an alley?”

“Well, I’m still fairly new at this, and I never had to track someone in an urban environment,” Elvis protested. “Plus, I think Treafilel was trying to avoid being followed.”

Suddenly, Anastacia shushed her new allies and pointed in front of them. A figure in leather armor was slowly walking up to the trio, and it was obvious that he was not their quarry. As he drew his weapon, Lorren instinctively took a few steps back and ducked behind the warrior women.

“Hey, you!” the figure shouted. “I have a message for you from the Thief’s Guild.” As he spoke, a pair of men emerged from other intersections in the alley, further threatening the trio. “We learned about your plans at the parade tomorrow. We in the Guild do not appreciate having these little unauthorized plans ruining things. If anything goes wrong tomorrow, the city will look bad, and they’ll ask us why we don’t keep the city’s criminals in line. You see the problem we have?”

“What do you intend to do about it?” Elvis asked with as much courage as he had at this point.

“Well, we ‘intend’ to either encourage you to get out of the city before this foolish plan of yours is put into action, or we’ll use far more forceful encouragement to make sure you won’t be able to do anything embarrassing to us tomorrow, if ever.”

Elvis glanced back at his allies, who nodded. Risky though it was, none of them were interested in giving up on a great opportunity like this just because some lackey with the Thief’s Guild wanted to bully them. As Grim looked on with a shocked look, both sides drew weapons.


Enrique, meanwhile, was wandering through other dark streets in the generally regarded bad part of town and thinking of ways to find his adversary. “I will find you, Jose,” he thought. Jose was once a friend of his, and one day he may be again, but first a debt must be repaid and pain must be delivered. As he walked, he initially was unaware of the arrival of a group of people near a home just at the edge of his vision in the nearly lightless street.

Luke and a group of the militia had reached 1942 Rodent’s Way. “Okay, let’s do this the straightforward way Vel suggested,” he recommended. He pointed to two of his militia and Ik as he said, “You three back me up at the front door. Everyone else surround the house and watch for any reinforcements or funny business.” His plan established, the four walked up to the door, not noticing either Enrique or Urr, who just approached the house himself and chose to watch the situation after seeing so many armored people outside of it.

Still thinking that he was about to confront children, Luke confidently walked up to the door and literally kicked it open. The authoritarian speech he was rehearsing in his head the entire way here was forgotten immediately when he was what was inside the building, however. Instead of children, the house contained over a half-dozen kobolds and goblins! They apparently were aware of their assailants and prepared to charge. Even stranger were the voices all sides heard coming from under the house. There was the sound of armored individuals moving very quickly and a man shouting, “Jose, what are you doing?”

The shout could be heard outside as well, and even Enrique heard it. As combat began, Enrique eagerly dashed to the scene. Perhaps he’ll have his vengeance sooner than he thought.

OOC: And so the first game session ends, with the eight PCs established (at this point, there may or may not be more still,) introduced and grouped, in a way, between two groups. Actually, Grim didn’t join the game until the beginning of the second game, but I introduced him directly into the alleyway fight, so I introduced him slightly early. Combat, officially the first time I ran a 1st level through it in fact, began the second session, as both storylines so far indicate. In an unusual move, I actually handled both group’s combats simultaneously.
 
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LordVyreth

First Post
I love a Parade: First Blood

Elvis looked over their three adversaries, saw that the rogue who apparently was in charge of this ambush was closest to him, shrugged, and went after the obvious target. The rogue was caught off guard by how quickly his target shrugged off his threat and was unprepared for the sudden attack. Before he could even say another word, Elvis’ sword struck true, leaving the rogue as a bleeding, dying mess on the alley floor.

The rogue’s two brutes prepared to avenge the death of their leader, but before either one could get the chance, Lorren and Anastacia were on the nearest of the two warriors. A ray of fire projected from the studious Lorren, leaving the warrior reeling, and in only an instant, Anastacia was there. She sunk her rapier deep into his chest, and the man collapsed as well.

Finally, the third Guild enforcer burst out of the alleyway. However, the shock of the situation turning against him and anger at the death of his friends made him swing blindly, and his nearest target, Anastacia, easily sidestepped him. Lorren wounded the man with a bolt of magic, and Elvis and Anastacia quickly surrounded him. Well aware that the situation turned against him, the enforcer surrendered, putting the party in the awkward situation of how to handle a prisoner.

For starters, they decided to do an old-fashioned interrogation. “All right, what do you know?” Elvis asked.

“About what, exactly?” the prisoner asked.

“Well, umm,” Elvis hesitated. He didn’t actually expect the prisoner to talk. “Well, how did you find out about us?”

“We have an informant at the tavern. He let us know all about your plan. Normally we overlook that sort of thing, as anything going on in the Leaky Bucket is too minor for us to worry about. But the Parade is another story.”

“Heh, I guess now we know why they call it the Leaky Bucket,” Lorren chuckled.

“Do you mind, I’m interrogating here,” Elvis snapped. “Who’s the informant? Is it Treafilel?”

The prisoner stammered, “I don’t know! I’m not even an official member of the Guild! I’m just hired muscle. They won’t tell us anything important.”

“Well, who would know?”

“Well, our immediate superior is Jarred Cutter.”

“And where can we find him?”

Wordlessly, the prisoner pointed to the bleeding body of the rogue.

Elvis sighed. “Never mind. Why does the Guild care so much about the parade?”

“Like he said, the Guild needs the Parade. The city bribes us, err, them every year to only attack at the right time and place. Prime Minister Preston would prefer if the traditional raid on the Parade made the city looked good but didn’t actually threaten any city treasures. If something unplanned happens, the city blames the Guild for not controlling its own members and unpaid criminals like you lot. But this year has been especially bad about this sort of thing.”

“What do you mean?” Anastacia asked suspiciously.

“Well, you’re not the only ones going after the Jewel of Success. The Guild’s been trying to control some other groups who are planning on stealing it. That’s why they had to use a low-level member and a few non-guided bandits like us to try and stop you.”

“Other groups are going after this treasure. This keeps getting better and better,” Anastacia complained.

“What other groups? Who are we up against?” Elvis said to continue the interrogation.

“I wouldn’t know! It wasn’t something we were supposed to be concerned with.”

“Well, who would be concerned about it?”

Once again, the prisoner pointed at Jarred’s bleeding form.

Finally, Grim could not wait any longer. He realized that Jarred was still alive, and after hearing so much of the conversation, he realized the motives behind this attack. He was sympathetic to the victorious group, and after hearing about the fact they have a plan of some sort that is enough to make the Thief’s Guild upset, he decided he wanted in. He moved towards Jarred’s dying body in a desperate attempt to save his life before it was too late. The party was shocked to see another figure enter the alleyway, but before they could draw weapons on the stranger, Grim quickly called out, “Don’t worry, I want to help you! I’m interested in working with you after hearing your plans. I wanted to find some excitement in this city.”

However, the limited vetinary skills he gained as an animal handler just didn’t translate well to a human body, and Jarred soon passed away. Undeterred, Grim offered his services to the group, and though suspicious of this new figure, they decided that some extra muscle could be helpful given what they learned about potential rival groups looking to steal what they want to steal.

At this point, all that remained to discuss was what to do with the prisoner. “I think we should just kill him,” Lorren suggested.

Elvis appeared disturbed at the suggestions, and offered a more peaceful alternative. “We could just tie them up or dump them somewhere, at least until after the Parade. There’s no sense in making us bigger targets to the Guild, after all.”

This plan, however, soon fell apart when everyone admitted they didn’t have any rope. “Well, I suppose we could just knock them unconscious and dump them in a ditch or something…” Elvis reluctantly thought.

“And have the city guard or the Guild discover them?” Anastacia asked incredulously.

Lorren sighed and drew his crossbow. “Let’s not make this any more complicated than it has to be. They did try to kill us, after all.” After a few seconds without any protests (except from the one conscious prisoner, of course,) he fired a bolt right into the thug’s chest, causing him to slump over and quickly begin to bleed to death. The others quickly looted and then disposed of the bodies in the first abandoned building they could find, and then split up for now to avoid drawing further attention to the group.

After they left, Lorren patted his backpack, and then chuckled to himself. “Well, what do you know; I did have some rope,” he muttered, and he laughed all the way home.



Meanwhile, a far more brutal and less one-sided fight was continuing elsewhere. A number of kobolds rushed to the door and cut at Luke with their swords. Shocked by the sudden attack and change of plans, in pain from the attack, and highly embarrassed from his near-death experience at the hands of kobolds, he wisely retreated while the two militia men that supported him at the front door stood up and began to swing at the kobolds. Luke quickly healed himself and then worked to heal his allies whenever they got injured, while Ik, who rarely experienced combat before, at least in a more formal situation like this, watched the events with horror and confusion. She was even more confused when a strange man slowly approached the group from behind. He was stealthy enough to avoid attracting attention from the other militia men on lookout, but not so stealthy that the more streetwise Ik was taken unaware. However, he seemed harmless enough and was more interested in watching the fight, so she merely kept a close eye on him for now.

The situation changed again when one of the doors in the house burst open. An armored but currently unarmed man was on the other side, and he was still screaming “I surrender!” in absolute terror. This terror got even worse when he saw the battle unfolding in the next room, and even more so when a goblin saw the sudden arrival of another potential threat and broke of to attack him.

Finally, this prompted Enrique to act. Shouting, “Jose, I will have revenge,” he entered the house, ignoring the looks of the surprised militia forces, and did battle with the goblin blocking him from the target of his vengeance. Instead of dealing with these new factors, the militia forces focused on the surviving kobolds and goblins, who they were making headway with at last, while Ik, who had trouble with combat still but more than understood the concept of getting money where you can, started to steal anything she could from the downed bodies of the enemy!

After a brief battle, Enrique downed the goblin and descended on his foe. As Jose looked at Enrique in fear, Enrique shouted, “We had a deal, Jose! And now I intend to keep it!” So saying, he promptly punched Jose in the stomach. “Now where are the twenty gold pieces I lent you?”

Jose, now at the edge of his wits, babbled, “I’m sorry! I meant to pay you back! Let me explain!”

Enrique briefly let up on his incredibly excessive response to his underwhelming motive for vengeance so he could listen. At the same time, with all the kobolds and goblins dead, surrendered, or fled, Luke, Ik, and the watch listened in as well.

“Well, it’s about your uncle,” Jose began. “You know, Guillermo, the weird one who always goes on long trips? Well, he told me he was looking for bodyguards and offered top money for the job. I decided to do it, but I didn’t have enough money to buy a decent weapon and armor, so I asked you if I could borrow some.”

“Yes, and I agreed to give it to you, and you agreed that if you don’t return the money in time I get to demand it back and punch you in the stomach for my troubles. So what?”

“Well, things went horribly. We left home, and we barely traveled for more than a day or two before we were attacked! We were outmatched from the start. The other bodyguards were killed in a matter of seconds. Guillermo looked at me sadly and said that there was nothing I could do for him at this point, and I was better off leaving before I got killed. He then rode away so fast to escape his attackers that I knew he had to be using magic of some kind. I wanted to pay you back, not to mention getting away from those killers, so I decided to go to the nearest big city I could find and look for work.”

Enrique, upon learning about the troubles of his uncle, was shocked beyond thoughts of Vengeance. “Guillermo,” he sadly said to himself.

“Look,” Jose said, “I’ll give you what I have for now, and I’ll pay you back when I can, okay?” He pulled out a money pouch and tossed it at Enrique. “There’s 93 silver. That’s all I have, okay?”

Jose then tried to leave, but found Luke and the rest of the watch in his way. “Just a minute. What were you even doing here? I heard you surrendering before we even got in the building.”

Jose quickly explained, “Well, I got a job as a guard for Achieve. They needed to guard some monsters that they were escorting into the city. We have one chained up down there until we can get it moved. I don’t know when these creatures got here. We were down there for a while.”

Suddenly, the sound of footsteps could be heard on the stairs. Jose, who was barely conscious after the initial pummeling Enrique gave him, was quickly dragged out of the room, and most of the rest of the party fled the immediate vicinity in an attempt to clean out the signs of battle before too many questions could be asked. The man who reached the top of the stairs was better armed and armored than Joe, suggesting that he was in charge of this holding cell. He looked at Luke, noticed he had a badge that indicated his role in the watch, and put down his sword slightly. However, he still looked very hostile. “What is the meaning of this?”

Luke tried to explain the situation. “I’m with the city militia, as you seem to be aware of. We heard reports of potential threats to tomorrow’s Parade located here, and we quickly moved to deal with the danger. It seems that you inadvertently placed a holding cell in the same building that these criminals chose as their hideout, presumably without them knowing you are here. We have to finish clearing the scene of the battle.”

The leader nodded, but he still didn’t look friendly. “Well, see that you do, and then be off. We are paying citizens and within our legal rights to set up a cell here, and we do not need any further interruptions with the Parade tomorrow. You know how much Achieve relies on the post-parade entertainment for its revenue.”

Inwardly, Luke hated being ordered around by Achieve employees. He never really believed in the company’s cruel policies towards other races. On the other hand, he was right; they did have the law on their side, and he knew this was a battle he couldn’t win. If the incident with his high priest taught him anything, it was that there was a time and a place for even the most worthy and righteous of battles. For now, he accepted he could do nothing with the situation, and he left the room to finish cleaning the mess.

Enrique and Ik, however, were still curious about the situation. Enrique ducked into a corner of the room before the cell commander arrived and managed to avoid detection. As for Ik, she decided that she could go downstairs herself by appearing as Jose. Once everyone else left the room, she changed her form to resemble the cowardly guard and Enrique’s quasi-friend, and then entered the basement. There, she saw the commander Luke just spoke to and another guard armored like Jose was. She also saw the monster they were guarding. It appeared to be a giant, vaguely humanoid ant. She remembered some of the stories she heard from other bards about extra-planar monsters known as Formians, and she thinks this creature was one of them.

As soon as he saw “Jose,” the commander suddenly shouted. “And Jose, what happened to you?”

Realizing that “Jose” might be in trouble with the commander as well after his cowardly actions, Ik tried to bluff. “I went upstairs to…umm…investigate the noise!”

“While shouting ‘I surrender’ and dropping your weapon?”

“Well, I’ll do a really good job from now on?”

The commander angrily advanced on Ik at this point, and Ik began to nervously think, “This is it, he’s discovered I’m lying. He’ll soon figure out I’m a changeling, and I’ll be arrested or fined and then arrested or something…”

Instead, the commander simply glared at her and said, “That’s it, you’re fired!”

Shocked by this change of events and more hurt than she expected given she wasn’t even the man the commander thought he was chewing out, Ik/Jose angrily replied, “You can’t fire me; I quit! You don’t know what you’re missing!” She stamped out of the room, disappointed that she never got the chance to speak to the ant-creature. With his chance passed, Enrique left as well, only to find Luke outside waiting for him.

“You know, you proved to be a competent warrior in there,” Luke said. “I’m looking for people to assist the watch with guard duty during the Parade tomorrow. Are you interested?”

Barely able to keep a straight face, Enrique happily said, “Sure.” As he went back to the warehouse with Luke, he realized this would be a great way to learn more about the actual site of the heist for tomorrow!

Finally, as everyone left the building, Urr fled back to the House for the Wretched. He realized early in the fight that he stood no chance of getting near the holding cell with so many other people around, but he gave his report about what he did learn about it based on what he heard from Jose and the cell commander. Hopefully that would be enough for the resistance group to take some action, or at least reward Urr for his help.

And so, the night drew to a close, and the various factions prepared for what would soon be possibly the most important days of their lives; the day of the Parade.

OOC: This takes us about midway through the second session. The second half of that session plus the next should end this adventure and finally get the party together as a single force. Unfortunately, because of Memorial Day weekend plans for most of the players, we didn’t game this weekend, so the next game will be on Saturday in two weeks, and the next update of this Story Hour will be in about two weeks from today. I’ll add a couple more excerpts in the meantime to keep things current.
 
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