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World of Kulan
Harqual: Year of the Return [749 N.C.]
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<blockquote data-quote="Knightfall" data-source="post: 3172645" data-attributes="member: 2012"><p><strong>Week Twenty-Four</strong></p><p></p><p>16. Moonsday</p><p>Hutmallia send riders to both Anthmoor and Tallawan to ask for aid in protecting Hutmallia from the tabaxi until the city’s walls can be rebuilt.</p><p>---</p><p>Several Ilasi scouts spot a huge army of tabaxi, orcs, ogres, and creatures now known as griff. They ride back to Ilasi to warn the city that the tabaxi are on the move again.</p><p></p><p>17. Earthday</p><p>In Javeldos, King Khalen learns that an unknown imperialistic land to the north has attacked his people. He consuls with his most trusted advisors to decide what course of action he should take.</p><p></p><p>18. Fireday</p><p>In Ilasi, the members of Cronn’s Pride decide to make a preemptive strike on the approaching army, sending out dozens of rangers and scouts to harass them. Several of the scouts make note of the fact that the army has split in two. The larger force is moving further north towards the rest of the communities of the Monarchy, while the second column has turned towards Ilasi. The member of Cronn’s Pride leading the rangers, the half-elf Siegfried Allowood, tells several scouts to break away towards the north and warn the Queen.</p><p>---</p><p>The populace, in the Kingdom of Javeldos, starts to panic when it is discovered that their kingdom has been transported to another world. Dozens of families seem to be missing certain members and people begin to fear the worst. Chaos spreads like wildfire.</p><p></p><p>19. Seaday</p><p>On the Storm Peninsula, the Hutmallia riders reach the city of Tallawan but are not allowed to enter. They are told that Tallawan will not divide its forces to help the other city.</p><p>---</p><p>In Javeldos, at the suggestion of his advisors, King Khalen officially declares war on the unknown northerners of this new land. His court wizards discover the existence of several cities to the south.</p><p>---</p><p>In the Far south, the Jylian caravan approaches the coastline where the strange lights were said too have been seen. What they find is a city that looks exactly like Anaree from a distance. Spellmaster Dandil Kyin wonders if the caravan went off course somehow. After some divinations, he discovers that the caravan is where is should be and that Anaree has not moved.</p><p></p><p>The caravan stops for the night, with the strangely familiar city just on the horizon. Kyin is left scratching his head after several failed divination attempts teaches him nothing about the City That Should Not Be. (This is one of the cryptic answers he gets from a contact other plane spell.) He insists on going alone to the new city in order to discover the truth about Anaree and this other city.</p><p></p><p>20. Windday</p><p>Several riders appear at the gates to the Fortress of Thenin. They bring word of the strange, unknown dangers threatening the soldiers sent to tame the ruins. The Consul reluctantly sends 50 more soldiers with a message that she expects better from Warriors of Thenin and that no more help will be forthcoming until results are achieved. However, she does have several rewards posted for exploring the new ruins. 500 gold pieces to each party member that delves into the ruins and comes back with useful information or a trophy.</p><p>---</p><p>In Javeldos, King Khalen sends two diplomatic missions south to the cities, against the wishes of his advisors, one by land and one by sea.</p><p></p><p>21. Starday</p><p>The Hutmallia riders sent to Anthmoor arrive at that city and petition its rulers to help defend Hutmallia. The Council of Elders agrees to help as long as Hutmallia agrees to become a vassal city to Anthmoor. The riders, given full decision-making authority before they left Hutmallia, quickly agree. Anthmoor sends several sorcerers and a small legion of troops to protect and occupy Hutmallia.</p><p>---</p><p>In the Monarchy of Avion, Siegfried Allowood leads his rangers and scouts back into the city of Ilasi with the tabaxi hot on their heels. By the end of the day, Ilasi is again under siege.</p><p>---</p><p>In the far South, Spellmaster Dandil Kyin casts an overland flight spell, takes to the air, and heads towards the City That Should Not Be. He stops 1,000 feet before the walls and is amazed to see that this city is indeed an exact duplicate of Anaree.</p><p></p><p>He goes the rest of the way on foot.</p><p></p><p>The surprised citizens look, behave, speak, and have the exact same names and lives as the citizens of the other Anaree. He has to cast <em>comprehend backspeech</em> to be able to communicate with them and meets with the exact same city leaders as he and his caravan master had met with in the other Anaree.</p><p></p><p>He tells them everything he knows, about the other city, where it is, and where this Anaree is in relation to it. He is able to tell them personal things about their lives that he shouldn’t know and can describe places in the city he had visited in the other city.</p><p></p><p>The citizens aren’t sure if they believe him. They ask for proof and Kyin is hard pressed, as they, like the other Anaree citizens can’t see beyond 1,000 feet. He could <em>teleport</em> some of their leaders to the other city but they aren’t sure they like that option. Magic has always been hazardous to use in the city.</p><p></p><p>Kyin ponders it over before going to sleep at his favorite inn in the city. He’ll travel back to his caravan tomorrow and discuss the matter with his caravan master. He notes in his journal that there is ‘something’ different about the citizens of ‘this’ Anaree, but he can’t fathom what it might be.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 3172645, member: 2012"] [B]Week Twenty-Four[/B] 16. Moonsday Hutmallia send riders to both Anthmoor and Tallawan to ask for aid in protecting Hutmallia from the tabaxi until the city’s walls can be rebuilt. --- Several Ilasi scouts spot a huge army of tabaxi, orcs, ogres, and creatures now known as griff. They ride back to Ilasi to warn the city that the tabaxi are on the move again. 17. Earthday In Javeldos, King Khalen learns that an unknown imperialistic land to the north has attacked his people. He consuls with his most trusted advisors to decide what course of action he should take. 18. Fireday In Ilasi, the members of Cronn’s Pride decide to make a preemptive strike on the approaching army, sending out dozens of rangers and scouts to harass them. Several of the scouts make note of the fact that the army has split in two. The larger force is moving further north towards the rest of the communities of the Monarchy, while the second column has turned towards Ilasi. The member of Cronn’s Pride leading the rangers, the half-elf Siegfried Allowood, tells several scouts to break away towards the north and warn the Queen. --- The populace, in the Kingdom of Javeldos, starts to panic when it is discovered that their kingdom has been transported to another world. Dozens of families seem to be missing certain members and people begin to fear the worst. Chaos spreads like wildfire. 19. Seaday On the Storm Peninsula, the Hutmallia riders reach the city of Tallawan but are not allowed to enter. They are told that Tallawan will not divide its forces to help the other city. --- In Javeldos, at the suggestion of his advisors, King Khalen officially declares war on the unknown northerners of this new land. His court wizards discover the existence of several cities to the south. --- In the Far south, the Jylian caravan approaches the coastline where the strange lights were said too have been seen. What they find is a city that looks exactly like Anaree from a distance. Spellmaster Dandil Kyin wonders if the caravan went off course somehow. After some divinations, he discovers that the caravan is where is should be and that Anaree has not moved. The caravan stops for the night, with the strangely familiar city just on the horizon. Kyin is left scratching his head after several failed divination attempts teaches him nothing about the City That Should Not Be. (This is one of the cryptic answers he gets from a contact other plane spell.) He insists on going alone to the new city in order to discover the truth about Anaree and this other city. 20. Windday Several riders appear at the gates to the Fortress of Thenin. They bring word of the strange, unknown dangers threatening the soldiers sent to tame the ruins. The Consul reluctantly sends 50 more soldiers with a message that she expects better from Warriors of Thenin and that no more help will be forthcoming until results are achieved. However, she does have several rewards posted for exploring the new ruins. 500 gold pieces to each party member that delves into the ruins and comes back with useful information or a trophy. --- In Javeldos, King Khalen sends two diplomatic missions south to the cities, against the wishes of his advisors, one by land and one by sea. 21. Starday The Hutmallia riders sent to Anthmoor arrive at that city and petition its rulers to help defend Hutmallia. The Council of Elders agrees to help as long as Hutmallia agrees to become a vassal city to Anthmoor. The riders, given full decision-making authority before they left Hutmallia, quickly agree. Anthmoor sends several sorcerers and a small legion of troops to protect and occupy Hutmallia. --- In the Monarchy of Avion, Siegfried Allowood leads his rangers and scouts back into the city of Ilasi with the tabaxi hot on their heels. By the end of the day, Ilasi is again under siege. --- In the far South, Spellmaster Dandil Kyin casts an overland flight spell, takes to the air, and heads towards the City That Should Not Be. He stops 1,000 feet before the walls and is amazed to see that this city is indeed an exact duplicate of Anaree. He goes the rest of the way on foot. The surprised citizens look, behave, speak, and have the exact same names and lives as the citizens of the other Anaree. He has to cast [I]comprehend backspeech[/I] to be able to communicate with them and meets with the exact same city leaders as he and his caravan master had met with in the other Anaree. He tells them everything he knows, about the other city, where it is, and where this Anaree is in relation to it. He is able to tell them personal things about their lives that he shouldn’t know and can describe places in the city he had visited in the other city. The citizens aren’t sure if they believe him. They ask for proof and Kyin is hard pressed, as they, like the other Anaree citizens can’t see beyond 1,000 feet. He could [I]teleport[/I] some of their leaders to the other city but they aren’t sure they like that option. Magic has always been hazardous to use in the city. Kyin ponders it over before going to sleep at his favorite inn in the city. He’ll travel back to his caravan tomorrow and discuss the matter with his caravan master. He notes in his journal that there is ‘something’ different about the citizens of ‘this’ Anaree, but he can’t fathom what it might be. [/QUOTE]
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