Organizations of Harqual

Knightfall

World of Kulan DM
PROJECT: Organizations of Harqual
This list is always in flux.
  • Angle's Edge Thieves' Guild
  • Ara Guild, the
  • Arcane League of the Monarchy
  • Arcane Order (from both the 2E College of Wizardry accessory and D&D Complete Arcane)
  • Blades of the Emperor (based on the prestige class in the Path of the Sword d20 sourcebook)
  • Bleak Masters
  • Brotherhood of the Farrowsnout
  • Cagewrights (imported from the DUNGEON Magazine Shackled City Adventure Path)
  • Collage of Magecraft (imported and renamed from Mystara)
  • College of the Twin Moons (imported, renamed, and reworked from the Player's Guide to Faerûn [College of the Eclipse])
  • Colourless Lodge, the (imported from the If Thoughts Could Kill d20 sourcebook)
  • Companions, the
  • Cult of the Dragon (imported from the Forgotten Realms)
  • Disciples of the Way
  • Esoteric Order of the Mooncalf
  • Eyes of Hande Thieves' Guild
  • Fallow's Cross Adventurers (borrowed from an old Forgotten Realms 2E fan web site)
  • Fury of the Dragon
  • Guardians
  • Halfling Syndicate
  • Heartless Firestorm
  • Hidden Death (imported and renamed from Mystara [Veiled Society])
  • Hounds of Cronn
  • Iron Circle (imported and renamed from Mystara [The Iron Ring])
  • Iron Minds (based on the Iron Mind prestige class in D&D Races of Stone)
  • Izmer School of Magic (based on the original D&D Movie)
  • Knights Majestic
  • Knights of Avion
  • Knights of Belporte
  • Knights of Izmer
  • Knights of the Honoured Few
  • Last Laugh Thieves Guild (imported from the Shackled City Adventure Path)
  • League of Soldiery
  • Lords of the Arena
  • Magicians Guild (of Sandbreak)
  • MaShir Wolves
  • Memento Mori (imported from the Requiem for a God d20 sourcebook)
  • Mindful, the (imported, renamed, and reworked from Class Chronicles: Psionics Across the Land on WotC's website [Kaliesh-Erai])
  • Opposition, the
  • Order, the (imported from Dark Sun)
  • Order of Dusk
  • Order of the Silver Hand
  • Players, the (imported and renamed from Threshold Magazine #26 [Ambassador’s Men])
  • Purge, the (imported, renamed, and reworked from Class Chronicles: Psionics Across the Land on WotC's website [The Destroyers])
  • Rapid Riders
  • Ring of Razors
  • Rogue Masters Thieves' Guild (imported and renamed from Mystara [Kingdom of Thieves])
  • Sable Company (imported from the Pathfinder Chronicles: Guide to Korvosa d20 sourcebook)
  • Shadowmind Guild (imported from D&D Complete Adventurer)
  • Shiverthorn
  • Sisters of the Way
  • Skyriders of the Navir
  • Soldiers of Iron
  • Streugedanken (imported, renamed, and reworked from Class Chronicles: Psionics Across the Land on WotC's website [Stray Thoughts])
  • Striders of the Dawn (imported and renamed from the Shackled City Adventure Path)
  • Thallinite Resistance
  • Tiger Guild
  • Union of Masks
  • Vanguard Mystics
  • Varath's Irregulars
  • Veiled Alliance (imported from Dark Sun)
  • Warriors of Thenin
  • Wolfheads of the Strand
  • Wizard's School of Nasundria
  • Yosyntya (Dark Reborn)
  • Zars' Army
NOTE TO MY CROW GOD PBP PLAYERS: This thread contains spoilers for the Lands of Harqual, but not necessarily specific to the Strandlands or the pbp game itself.
 
Last edited:

log in or register to remove this ad

Knightfall

World of Kulan DM

Angle’s Edge Thieves’ Guild

Source: Homebrewed
Origin: Kingdom of Stonn
Symbol: A silver dagger pointing up in front of an inverted black triangle.
Leader: High Guildmaster Vhinn Bakersson (NG male Stonnish human, rogue 8/cleric of Kuil 7)

Purpose

Too find old relics of the North Gods, protect hidden holy places from those that would defile them, and help maintain fairness in the kingdoms and city-states across the continent of Harqual. As a guild of rogues, this group often has the ear of the streets.

Notable Activities

The Angle’s Edge Thieves’ Guild was initially sponsored by the Church of Kuil to procure relics of the North Gods lost or stolen from the members of the pantheon’s churches. The guild will use any means possible to recover such items, including theft, bribery, magic, and if called for, assassination. Once the guild has procured a relic, they will protect it at all costs until it can be returned to where it was taken from. The guild also then takes measures to ensure that the item isn’t stolen again by setting traps and magical protections — usually incredibly powerful illusions.

The guild is also called on to travel across the continent of Harqual to find old, hidden shrines and temples once dedicated to the Dead Gods that were members of the pantheon. They are responsible for protecting such places and, if possible, restoring them in the name of the North Gods. Guild members can be called upon by their church or by an allied church to help protect a particularly important location from intruders, tomb raiders, and twisted villains wishing to defile such places.

This guild of rogues is also the eyes and ears of the Churches of the North Gods throughout the North, but especially in the region known as the Eastern Shores. It members seem to act and behave just as simple thieves but the truth is that is more to them then most commoners realize. They act as powerful information and spying network against the vile followers of the Sword Gods as well as Interloper and World Gods trying to undermine society.

When they steal, it is from enemies of the North Gods. They have little tolerance for strict lawful societies, even those tempered by good. Yet, in all good societies they follow the laws of the land but still work as shadowy vigilantes. They set up evil to be wiped out by local law enforcement if they cannot handle a problem themselves.

Campaign Notes

The Angle’s Edge Thieves’ Guild came into existence out of the Kingdom of Stonn and its members are completely loyal to Kuil, North God of Rogues and Illusion. The guild is one of the oldest in existence and has guild houses in every major city throughout the Eastern Shores. They also have a strong presence throughout the Thunder Lands, many of the islands of the Karmine Sea, and Arkhangel & the Kingdom of Navirosov. (In Navirosov, they are an actual extension of the more traditional law structure.)

The guild’s main guild house is located in Stonn City. The guild house is one of the city’s best-kept secrets. In recent years, the guild has gone through a resurgence due to the views and values of Queen Emilia, a devoted follower of Inanna, North Goddess of War. She relies heavily on the guild for information about the current activities of her enemies, especially the troop movements of the Kingdom of Thallin. The High Guildmaster of Stonn, Vhinn Bakersson, is one of the few people in the kingdom who has met Queen Emilia face-to-face.

Due to the many evil edicts passed by Thallin’s new King, Varath Dragonguard, the Angle’s Edge Thieves’ Guild has fallen on hard times within that kingdom’s borders. Many of its members have been found out, put on trial, and executed without any real chance for justice. This has driven the guild underground and many of its allies out of the kingdom. In Thallin, the Angle’s Edge is one of the few forces of good still working for the people and protecting sacred places of the North Gods.

Angle’s Edge Thieves’ Guild.png
 
Last edited:

Knightfall

World of Kulan DM

Arcane League of the Monarchy

Source: Homebrewed
Origins: Monarchy of Avion; Old Sword Imperium (secret)
Symbol: A balanced scale weighing magical effects against time.
Leaders: Zhako Ashford (LN male Avionalle human, wizard 15), Aregund Hammel (NG female elf, elementalist 7/elemental savant 5), and Lothar Roland (NE male half-orc, warmage 9).

Purpose

The Arcane League of the Monarchy is the official arcanist guild of the kingdom known as the Monarchy of Avion. It controls all arcane research and teaching within the Monarchy’s borders and protects its own from all that would destroy it. The league recruits members vigorously and those homegrown arcanists that refuse to join the league often are forced to leave the country, and they are refused even the simplest arcane knowledge.

The league does help with the protection of the Monarchy but only under the direst of circumstances. Normally, it remains neutral to internal conflicts and uses subtle methods when dealing with overt threats to the Monarchy. This neutrality means that the league stays out of political matters, which was agreed upon by the league and the Royal Family of the Monarchy.

The league is often accused of being dispassionate about the welfare of the Monarchy and its people but this isn't true. The arcanists of the league do care about their homeland, but they refuse to let the passions of others dictate their actions. One must think before acting, especially when the livelihood of an entire nation is at stake. People live and die, often violently, and one cannot risk the future of the whole for only a few desperate souls.

Notable Activities

The Arcane League prefers to work behind the scenes within the borders of the Monarchy of Avion and prefers that the rest of the world stay out of its magical concerns. They know that when those concerns extend beyond the borders of the Monarchy they risk the ire of other arcanist guilds, but they really don't care or even acknowledge these rivals. To call the arcanists of the Arcane League arrogant and self-righteous is an understatement. (It can also be said that many of them suffer from megalomania and paranoia.)

Often, the league will use its extensive resources to interfere in the lives of anyone who might have something magical that they need. Lothar Roland leads the charge regarding this unseemly practice. Only the Royal Family of the Monarchy is considered safe from this behaviour, but, in truth, the league has confiscated many magical items and arcane discoveries it deems “dangerous” from the Royals, in the past. Nobility below the Royals have very little protection from the predatory nature of the Arcane League.

Magic is power, and these arcanists tend to view magic as something to be controlled, but only by them. They will even go so far as to steal magic from other arcanist guilds — a practice that has gained them the enmity of arcanists in Anthmoor, Eversinki, Halandra, Izmer, the Old Sword Lands, and even the powerful arcanists of the City-state of Cirrus, far to the East. The league has heard of the Arcane Order but knows almost nothing about its activities, or the location of Mathghamhna.

The league is always conducting new magical research, and its successes and mistakes are the stuff of dreams and nightmares. Its members are obsessed with spelljamming and sky-ships, which is what brought it into direct conflict with the various arcanist guilds of Cirrus. The City of Spires is a spelljammer captain's dream come true, and the city-state has everything to offer to arcanists that sail the skies and beyond.

It is this fact that drives the Arcane League to interfere, in every way, in the lives of the arcanists of Cirrus. Privateers in the employ of the Arcane League often raid Cirrus sky ships, and several pitched battles have been fought over shipping rights, cargo manifests, and taxes. It is important to note that the Royal Family of Avion and the ruling elite of the Spire Kinships of Cirrus play little or no part in this conflict. They are not at a state of war, and the regular citizens of both kingdom and city-state know very little about each other. This is a war between magical elitists.

The league is also known for its members that go out of their way to explore old ruins, monster-infested dungeons, and hidden, ancient tombs. The guild seeks to uncover relics of the past and powerful magical spells believed to exist from before the time of the Divinity War. The league's members believe that the world is much older than is generally believed by scholars and they go to almost any length to prove their collective theory. Aregund Hammel considers it her personal mission to prove to the world that civilization and magic existed on Harqual before the time she refers to as the Second Ice Age.

The league has a standing order to discover new, magical way-points connected to the Way of Eilendar — a group of magical standing stones. The Way of Eilendar connects to many other notable locations throughout the Sword Gulf Region, including the Onan Territories and Crystalmist in the Cadra Forest. It has long been known that these way-points existed during the time of the Old Sword Imperium, but the Arcane League believes that they are much older. They have lost several prominent members who became lost in the Ways.

Campaign Notes

The Arcane League is as old as the Monarchy of Avion, and its roots are tied to the Old Sword Imperium — a fact that they go to great lengths to downplay in their homeland and speak of in hushed tones while elsewhere. The exact beginnings of the league aren't know and its current members do not wish to delve to deeply into their own history. The last thing they want the High Queen to learn is that there are more skeletons in the league's collective closest than she'd be willing to ignore.

The League has many bastions of arcane power scattered throughout the Monarchy — as well as some beyond — and the league's members go to great lengths to hide these locations from the citizenry and those they consider their enemies. Some even go so far as to hide their most powerful magical sources from each other — a practice that is frowned upon by the league. However, everyone does it, even the league's highest ranking members. (Zhako Ashford, the defacto head of the guild, is infamous for this unethical behaviour.)

Since the start of the Tabaxi War, the league has been forced to play a greater role in the protection of the Monarchy. This new mandate bothers the old guard, while the newer, younger members of the league wish to become more involved with the wider world. The Aerie Holds, east of Avion, has always been a close ally of the Monarchy, but the league has always separated itself from the arcanists of its capital, the City of Nasundria. Now, there is a movement within the league to extend membership to the arcanists of that city, which has led to a rift, of sorts, between the league's membership.

Relations with the arcanists of Izmer improved after the Queen of Izmer and a host of her knights (including many powerful arcanists) came to the rescue of the City of Avion, just as it was ready to crack wide open during the beginning of the war with the tabaxi. An official alliance now exists between the two kingdoms and many old grudges have been set aside due to the threat of the tabaxi — a new, common enemy that the arcanists of both lands despise more than they did each other. One can only hope that the goodwill continues to last.
 
Last edited:

Knightfall

World of Kulan DM

Arcane Order

Source: D&D Complete Arcane | AD&D College of Wizardry
Origin: Kingdom of Thallin (before it became a theocracy)
Symbol: Exterior view of the towers of Mathghamhna against a blue circle.
Leader: Chancellor Japheth Arcane (CG male human, wizard 9/guildmage 10).

Purpose

The Arcane Order is a college and guild of arcana. Magic is taught, explored, and researched, and members benefit from a sharing of knowledge. The college is also an extension of the government of the Domain of the Arcane Alliance.

Notable Activities

Before anything else, the Arcane Order is a place for the charismatic and intelligent to come and learn the ways of the arcane magical arts including bardic magic, sorcery, and wizardry. Mathghamhna is both a campus and guild for arcana and its students are taught many aspects of magic. The members of the Arcane Order follow the teachings of the Patron of Magic, Immotion. Thus, its members are forbidden from learning and practising the Forbidden Art (necromancy). The guild doesn’t restrict its members from worshipping other good (and some neutral) deities of magic, but the worship of Math Mathonwy or Xuar is forbidden.

The research of magic is highly valued by the members of the Arcane Order. Details on creating spells, magic items, and even minor artifacts fill the many libraries of the college’s staff and students. Of course, there isn’t a library more diverse, in the ways of magical research, than the Grand Library of Mathghamhna (in their opinion). To the members of the Arcane Order, knowledge is power. The college’s motto is “Publish or Perish.” (The many sorcerers and bards of the Arcane Order also take this to heart, creating wonderful treatises, plays, and ballads in the spirit of arcana.)

The Arcane Order is more than just studying and researching though. The college’s forced exile from the Kingdom of Thallin has brought about the need for its members to band more closely together. Now, the Arcane Order is as much a political entity as it is a magical one. Soon after relocating Mathghamhna, magically, Chancellor Arcane began forming alliances with several communities located on the adjacent islands on Lake Qualitian.

Together, the Arcane Order and these communities have formed the Domain of the Arcane Alliance. As a result, the members of the Arcane Order have become the magical eyes and ears of Mathghamhna, which isn’t just the name of the college of arcana anymore. It has become synonymous with the entire Domain of the Arcane Alliance.

Campaign Notes

For years, the Arcane Order was a bastion of magical knowledge in the Kingdom of Thallin. The college was highly respected, by the nobility and common citizens alike, for the school’s views on working within the community without overly burdening it at the same time. For many years the wizards, sorcerers, and bards of Mathghamhna had worked alongside the guilds and colleges of the Capital City of Fruen, striving for its esoteric goals and providing special magical services to the city to keep it safe from its enemies.

The former King, Travathian Dragonguard, held Japheth Arcane as one of his most trusted subjects as well as a good friend. He knew he could always count on the denizens of Mathghamhna for aid in times of need. And Chancellor Arcane was glad to give it, as it allowed his school to prosper and remain protected within Fruen’s city walls. Whether scrying, research, potions, or custom magical gear, Japheth always knew the King would call upon him and would pay fair value for the college’s wares and time.

The King also granted graduates of the College of Arcana citizenship, which lead many wizards and sorcerers to settle in Thallin. Fruen became know for the many low towers and spires built by local arcanists. Eventually, the fame of the school attracted other institutions to Fruen such as the Bardic College of Thallin and the Esoteric Order of the Mooncalf.

However, times have changed.

King Dragonguard’s sudden passing on the 10th day of Hela (in 749 N.C.) was a blow to the kingdom and the arcanists living in Thallin. Travathian’s son, Varath, was crowned king only moments after his father’s death. The young King, who soon became known as the Mad One, began a systematic restructuring of Thallin’s military into a dark force dedicated to the evil deity, Nether, Sword God of Hate and Tyranny. His reformed the royal guard, known as the Fury of the Dragon, which began terrorizing and subjugating the citizens of Fruen.

Worse than this, Varath soon declared arcanists to be heretics and begins sending waves of evil priests and assassin after known arcanists. This evil force, known as Nether’s Deathtide, swept through Fruen seeking out arcanists. Most of those captured were executed on the spot and their homes or towers destroyed. Magical treasures were looted and those that radiated an arcane magical aura were destroyed. Those few lesser artifacts discovered disappear into the possession of the High Priests of Nether.

The Bardic College was completely destroyed its members unable to withstand the onslaught of the Deathtide. The Esoteric Order was taken over by the Deathtide and its arcanist members either killed or imprisoned. Its remaining members were given a choice, work for the divine glory of Nether and King Varath or perish. Many converted to save their lives, other refused and were burned at the stake along with their family members.

Only the Arcane Order was strong enough to resist the initial onslaught. Japheth Arcane knew it would only be a matter of time before King Varath came for his head too. He refused to let Mathghamhna be destroyed by the Mad One. Thus, he and the regents of the Arcane Order used a properly worded wish, along with the power of several secret artifacts, to teleport Mathghamhna from Fruen to an isolated island on Lake Qualitian.

Those members of the Arcane Order who had yet to leave Fruen, quickly followed their Chancellor in a retreat from the Mad One’s forces. Most relocated to other countries or locales in the Eastern Shores, most notably to the Duchy of Minar, to the south, or the Wind Cities, to the north. Japheth knew he needed allies and the Domain of the Arcane Alliance is the result. This alliance was struck between the Arcane Order and three small communities located on the same small island chain that Mathghamhna had relocated to. These communities are Elsedria, a town of outcast humans, forest elves, & fey from Narda'taur; Half-pint, a hairfoot village known for its aqua vitae; and Mathtown, a new town that has sprung up near Mathghamhna.

The Arcane Order lost many members during the initial months of the Arcanist Purge and those that relocated to other places soon found their way to Mathghamhna to renew their allegiance to the Arcane Order and its Chancellor. Now, those that were granted citizenship by King Travathian are considered full citizens of the Domain of the Arcane Alliance, regardless of where they live.

Arcane Order.png
 
Last edited:

Knightfall

World of Kulan DM

Blades of the Emperor

Source: Homebrewed (inspired somewhat by prestige class in Legends & Lairs Path of the Sword)
Origin: Old Sword Imperium
Symbol: Two white swords crossed over a bronze shield with the old heraldry symbol of the city of Vapaa upon it. (A black starburst.)
Leaders: Hzina Blackrazor (LE female Meai human, fighter 8/blade of the emperor 4/blackguard 4]; Gulric Hangomhal (LN male half-orc, fighter 7/blade of the emperor 4]; and Rethme the Shadow (NE male tiefling, rogue 6/assassin 3].

Purpose

The Blades of the Emperor are an organization over a 1,000 years old, which has always fought to protect the lives and interests of the Imperial Family of the Old Sword Imperium. They willing gave their lives for the glory of the Empire and the Sword Gods.

Now, after the fall of that empire, the Blades align themselves to powerful nobles and merchants able to pay for protection. A few of their numbers work towards restoring the Empire of Swords and are seeking a worthy successor with Imperial blood for the Imperial Throne.

Most Blades consider the citizens of Ahamudia to be invaders on the Ragik Peninsula and always work to undermine their lives and society. They will go so far as to attack Ahamudians travelling anywhere west and north of the Rilous Mountains.

Notable Activities

The Blades of the Emperor are not a unified group as they were in the Empire’s glory days. Now they are split into many factions each with its own agenda. Most of these factions are nothing more than bands of brigands riding across the Ragik Peninsula taking whatever they can from whomever they encounter. A select few are more organized working towards higher ideals.

The Blades are on the decline, regardless of what they would like their enemies to believe. More and more, former Blades are leaving the Ragik Peninsula to find another life where they can forget the death of the Last Emperor on the 31st day of Hansa, 749 N.C. These exiles never wear their traditional Blade tunics as most beyond the Ragik Peninsula look unfavourably towards the Blades. A few of these exiles fall back into old habits by protecting nobles or petty lords. It isn’t much, but it is all they have left.

Those Blades unwilling to give up their ideals and dreams for a new reinvigorated Empire of Swords continue to live and work throughout the Ragik Peninsula. While not as reviled in the Old Sword Imperium, they aren’t always welcome either. Blades can usually wear their traditional tunics openly in the Sword South, the Sword East, and the Lake Ragik Region. However, they are not welcome in the Sword Protectorate and most of the lands surrounding the Imperiumi Forest. Also, beyond the Iron Shields of Järir, Blades are looked upon unfavourably by the citizens of the lands of the Ragik Interior as well as the Iron Lands to the south. No Blade would ever openly walk in the lands of the Kingdom of Ahamudia.

Campaign Notes

The largest faction of Blades of the Emperor serve the dictator of the Järir Autarchic known as the Iron Emperor. These Blades are known as the Iron Shields of Järir. The faction’s leader, Hzina Blackrazor, believes that the Iron Emperor is the only man capable of restoring order to the Sword Lands and rekindle the days of old. Hzina is completely loyal to the man and will defend him with her life. She expects the same from her fellow Blades and none of them would dare disappoint their commander. Hzina is a blackguard as well as Blade and is devoted to the Sword Gods almost as much as she is to her lord.

The next largest faction is controlled by the half-orc Gulric Hangomhal. Known as the Red Brands of the Imperiumi this faction is found exclusively in the Lands of the Miekka in and around the Imperiumi Forest. They are known for protecting the ancient ziggurats & tombs and the surrounding communities lining the Empirisk River. They are also commonplace throughout the towns of Miekka and are one of the few factions that treat people fairly within the edicts of the law. Yet, without an Emperor to protect, the Red Brands have turned towards protecting the dead (but not the undead) King-Priests of the Old Sword Imperium. They are near fanatic in this devotion and will kill any that dare defile the rest of the King-Priests, even locals of Miekka. There is no greater crime in their minds.

The third largest faction of Blades is one that most have never even heard of. They are called the Blood Shards of Vespin and most that have heard of them think they little more than another cult dedicated to the dead Sword God of Thieves and Assassins, Vespin. And while their leader is an assassin, known as Rethme the Shadow, they are made up mainly of Blades loyal to the ideals of Rethme. The tiefling assassin is fanatical about the resurrection of Vespin and deciding who will be the next Emperor of Swords. These two ideals often conflict as he uses the Blood Shards to gather information about possible heirs to the Imperial Throne, while sending out assassins to kill any heir he finds lacking. (Rethme has strong ties with the religious sect known as Vespin’s Lost.)

The largest active outpost of Blades outside of Järir is the garrison located at Räven Castle. This large fortress is located near the Gradig River just northeast of the town of Gräsenbyen and is considered essential towards the domination of the northern communities of the Southern Domain of the Sword. Blades walk openly in the towns of the Domain and patrol the lands of the Sword South constantly. They always stop — and often imprison — those travelling south from the Sword Protectorate and do not allow citizens of the Sword South to migrate north into those lands. They see the citizens of the Sword Protectorate as traitors to the Last Emperor. The towns of Gradigstade and Gräsenbyen on the northern edge of the Sword South are, thus, tightly controlled border towns.

Another outpost of Blades are those that control Våravhold Keep on the edge of the Menhir Waldd in the Eastern Domain of the Sword. These Blades are less integrated into the military structure of the Domain as they do not pay fealty to the Princes of the East. They were once loyal to the Last Emperor and have as yet to decide whether to back the Princes or move to have a person of their choosing named Emperor of the East — a title not used since before the Sword Lands were united. These Blades tend to stay close to Våravhold Keep and aren’t as militant as some of the more visible factions. They work towards protecting the hamlets within a days ride from the keep but demand shelter and food from these communities' citizens. They are often found in the Town of Svärdaden, Village of Grisby, and, sometimes, the City of a’Harn. They have apathetic relations with the Prince of a’Harn and often butt heads with the city’s guardsmen over matters of law. The prince puts up with the Blades as the citizens of a’Harn consider them intimidating; they are less likely to cause unrest when Blades are nearby.

Rumours abound about other outposts of Blades across the Ragik Peninsula and beyond. The rumour spoken most often in taverns throughout the region is that a group of good-aligned blades protects the members of the newly formed senate in the city of Vapaa. (After the fall of the Old Sword Imperium, life in the Sword Protectorate changed dramatically and quickly. Three major cities in the region joined the Eight Cities Alliance with those that helped bring down the Last Emperor.) Another rumour circulating through the Kingdom of Ahamudia is that a single Blade swore fealty to King Loghan Halonnan after being captured by the Ahamudians during the Ahamudian War. It is said that this Blade is a half-elf who grew up under the yoke of the Last Emperor and rode with the Northern Army to Vapaa to bring down his former liege. It is said he still wears the traditional tunic of a Blade but the heraldry matches that of the capital city of Kingdom of Ahamudia.

Others rumours include (1) a group of Blades riding across the grasslands of the Wild Plains, following a powerful warlord; (2) another band of five Blades now protect Countess Erin Camur of Mistria; (3) a solitary Blade of resounding good, said to also be a paladin, now lives somewhere in the Thunder Lands doing good deeds; and (4) a rumor circulating in the Kingdom of Izmer says that a group of Blades, numbering over fifty, passed through the region riding south towards the city-states of Hellekan and Favir. The truth of these rumors remains unknown.

DM's Note
Most Blades of the Emperor (with the Blade of the Emperor prestige class, see L&L Path of the Sword, page 16) are lawful evil but are often lawful neutral as well. Lawful good Blades are extremely rare -- remaining in hiding from the traditionalists (LE).

Blades of the Emperor.png
 
Last edited:

Knightfall

World of Kulan DM

Bleak Masters

Source: Homebrewed
Origin: Eastern Shores (rumoured)
Symbol: A black sun outlined in blood red rising over a colourless landscape.
Leaders: Aarne Stormwinden (N[E] male half-elf, elementalist 8); Ignazio Von Orsini (NE male Ervenik human, cleric of Nether 10); Lind Morgan (LE male Denilan human, aristocrat 6/expert 6); Rhine (LE female Anorian human, rogue 12); Tyne Smallweed (NE female Jerran halfling, expert 10).

Purpose

The Bleak Masters are a consortium of advocates that often come to the aid of groups or individuals accused of being violently evil. They are concerned with all things judiciary, and work towards undoing strict codes of conduct imposed on knights and holy warriors. (Even if the ‘clients’ don't want their help.) They fight for the rights of individuals who have been convicted on magical evidence alone. They also use their considerable legal skills to advocate for restrictions on arcanists, especially enchanters and illusionists. This group sees it as their duty to put magicians and religious zealots in their place.

Notable Activities

The Bleak Masters are concerned with gaining as much power, through legal means, as possible. They have little regard for those who do good for the sake of the world, and they always oppose chaos in all its forms. They are also complete hypocrites. They argue that ‘true evil’ isn't something that can be defined, and yet, they often commit clandestine acts of evil for the sake of causing suffering and pain. Many of the Bleak Masters are clerics of evil gods and many others are vile necromancers or power hungry elementalists. They oppose other arcanists because they don't like to share power, and they don't want to be exposed by those with mental powers.

The group always works towards uprooting secret societies that might be a threat to their need for power. They despise psionic characters and will bend (or break) the rules of law to expose them. They often hold clandestine inquisitions where wilders and psychic warriors are tortured and killed by evil clerics dedicated to law and tyranny. The members of this consortium will do almost anything to wipe out psionics on Harqual. They are careful to hide these behaviours from the rest of society, in order to protect their ‘business’ from prosecution.

This consortium also gets its hands dirty in politics as well as advances in magical research. The Bleak Masters often interfere in the political landscape of nations and city-states, especially when dealing with a chaotic society, and they have been known to cross planar boundaries just to discover some new magical idea that hasn't been conceived of on Kulan. They gain insights into law from Infernal instructors; many of the consortium's best clients are devils. These vicious barristers often trade their souls to powerful devils for the chance to be successful and wealthy.

Campaign Notes

The Bleak Masters are drawn to conflict in all its forms. Thus, they are often the first ones to enter a war-torn region and inflict their own version of pain and suffering on the populace. Currently, the consortium has been sending its members into the Theocracy of Thallin to protect the rights of the new king and his evil followers. They keep Thallin's elite from being preyed upon by laws and canons of the surrounding lands. They have managed to free Thallin military men from the prisons of the Kingdom of Stonn on technicalities and helped the new government suppress the activities of the Knights of the Honoured Few.

The consortium has been supplying legal advice to cat-men captured during the endless battles of the Tabaxi War, which has been ongoing since the return of the tabaxi to Harqual. They argue that the tabaxi must be represented, if put of trial, just like anyone else. This has made them the bane of the Monarchy of Avion, and Queen Felicia Gerrard III is considering having them all rounded up and executed. This would be a disaster for her politically as the Bleak Masters have a long-standing tradition in the Kingdom of Izmer, which is now the Monarchy's best ally.

The consortium has also gained support and considerable power in the Fallen Domain of Anoria, which is now controlled from the City-state of Flamerule in the Diabolic Enclaves. The group's best barristers protect the rights of the Infernals and their closest servants and work towards undermining the treaties signed with the Cauldron and Kul Moren. There has always been Bleak Advocates working and living in Flamerule, and they are more than happy to expand their base of power in the Thunder Lands. New holdings have sprung up in Cirrus and the Strandlands. These evil lawyers are usually killed on sight in the Dominion of Cauldron, which just increases the tensions between the mountain kingdoms and the followers of Flamerule.

Another place that the Bleak Masters have considerable power is in the lands of the Old Sword Imperium. The group can trace much of its history through this region and the consortium's machinations are considered legendary in places like Ara-Ragik and Järir. They argue for the independence of the Sword Protectorate , which has remained occupied since The Transformation. They try to undermine the laws and customs of the Kingdom of Ahamudia and argue that the Ahamudians are illegally occupying Sword Imperium soil. (Many a low-end Bleak Advocate has found himself on the run from an Ahamudian lynch mob.)

The barrister shops of the Bleak Masters can be found almost anywhere in Northern Harqual. However, they are not welcome, under any circumstance, in the forests of the silver elves or the mountains of the dwarves. They are hunted by freedom fighters as well as knights dedicated to good before the rule of law. They often come into conflict with arcane colleges, thieves' guilds, and clandestine psionic organizations. In the Monarchy of Avion, for example, the Bleak Masters are strongly opposed by the group known as the Hounds of Cronn. And in the Eastern Shores they are considered an 'enemy' of a group of young, wild express-riders known as the Rapid Riders.

Bleak Masters.png
 
Last edited:

Knightfall

World of Kulan DM

Cagewrights

Source: Shackled City Adventure Path
Origin: Thunder Lands
Symbol: The Carcerian Sign.
DM's Note: This entry contains spoilers for the Shackled City Adventure Path!
Leaders: Bianca Yelverton (NE female Anorian human, rogue 12/assassin 4); Chitto Moniric (CE male Charan human, sorcerer 15); Maklolm Ivarsson (NE male Vindi human, cleric 8/wizard 8); Ursula Rivadeneira (CN female half-elf, fighter 10/rogue 5); Vennos Dannard (NE male half-orc, druid 15).
Notable Members: Embril Aloustinai (CE female half-dragon [brass], wizard 6/cleric of Falazure 9/mystic theurge 5); Kyan Winterstrike (CN female elf, wizard 1/fighter 6/arcane archer 9); Viirdran Daraqor (CE male rmoahali, fighter 7/evoker 5/eldritch knight 4).

Purpose

In the year 245 N.C., the demodands of the prison-plane of Carceri sent some of their kind to the Lands of Harqual through a one-way portal. Disguised as humans, they mated with humans and other denizens of the Material Plane. Most of their spawn was stillborn, but a few survived. They mated and produced the next generation with demodand blood. As the generations passed, all obvious traces of their demodand ancestry faded away. Today, only unveiling an invisible birthmark known as the Carcerian Sign can recognize the descendants of this fiendish bloodline.

These ancestors are known as the Shackleborn.

The group known as the Cagewrights seeks to open a permanent two-way portal between the Material Plane and the outer plane of Carceri. The location of this portal would transform the surrounding area into a planar gate-town. If successful, an incarcerated horde of demodands — trapped on Carceri’s first layer, Othrys — will escape the prison-plane and ravage the continent. The Cagewrights will benefit from this event as the new servants of the demodands, or at least this is what they have been told.

In truth, the Cagewrights are manipulated from the highest level of the organization's leadership towards the ultimate goal of freeing the Lord of Darkness, Hiisi, from the prison-plane of Carceri. This isn't generally known by the lower-ranking members of the group, but it isn't a closely guarded secret. Many members have come to learn the truth about the Cagewrights ultimate goal, and those that embrace the Lord of Darkness gain true power in the organization.

Notable Activities

Since the failed attempt to open a portal to Carceri, under the City of Cauldron, in 750 N.C., the Cagewrights have become a more recognized threat throughout the continent. They still prefer to work clandestinely whenever possible, but more of them have begun to operate out in the open, especially in the Old Sword Lands. Many a desperate soul has been recruited into their ranks without any knowledge of the Cagewrights ultimate goal. Instead, they are told that the Cagewrights are simply a doomsday cult with prophetic knowledge of the end of the world. This overt cult is lead by Ursula Rivadeneira.

In the Thunder Lands, the Cagewrights are hunted everywhere they go, especially in the Kul Moren Mountains. The organization is considered to be blood-enemies of the Order of the Silver Hand and the Disciples of the Bloodsun. They work towards undermining the love that the people have for their rulers, and they support black-hearted tyrants seeking power. One of these tyrants is a man named Ankhin Taskerhill (NE human Anorian male, aristocrat 10), a former member of the aristocracy in Cauldron, who seeks to usurp the leadership of the Lord Mayor of Cauldron, Hezekiah Grofus. (Lord Taskerhill isn't a true member of the Cagewrights.)

The Cagewrights are also found throughout the Chara Coast, and they work in secret there to open portals to the prison-plane of Carceri, and other infernal realms. They work with slavers and evil humanoids to find and enslave the Shackleborn for their nefarious purposes. As a result of their activities the area around the Chara Cities has become infested with demodands and other Carcerian creatures. There are even rumors of a Carcerian-tainted aberration being involved in their machinations. The most powerful member of the Cagewrights in this region is a sorcerer named Chitto Moniric.

Cagewrights can be found almost anywhere there are slaves and those toiling in prisons. They often fall into a vile, evil state of being in their dealings with the demodands of Carceri, and any of them that have direct contact with the demon lord known as Adimarchus go mad. This demon lord was a servant of the Lord of Darkness during the Divinity War, and it is now imprisoned on Carceri in the fortress known as Asylum. Those Cagewrights that come under the sway of the Demon Prince of Madness often end up locked away in madhouses or living in twisted ruins with unspeakable things. These are some of the most dangerous of the Cagewrights.

Campaign Notes

Cagewrights can be found skulking anywhere there are Shackleborn living. The organization is strong in the Thunder Lands, just north of the Great Expanse, where the invasion first occurred. The majority of these servants of Carceri are found throughout the Kul Moren Mountains — a close second is the Hather Plains. After the City-state of Flamerule subjugated the Domain of Anoria, many of the Shackleborn from that infernal city moved to Mor's End. It won't be long before a new generation of Shackleborn are born throughout Anoria. Whether these Shackleborn are be able to rise above their inherent evil nature will determine the future of Mor's End and its vassal communities.

The largest density of Cagewrights are found throughout the Ragik Peninsula, especially among the decadent citizens of the Ara-Ragik City Alliance. There, where Hiisi’s power is strongest on the Material Plane, the Cagewrights and many of the Shackleborn work together to bring about the return of the Lord of Darkness to the Lands of Harqual. They work as spies and assassins for the Black Cult — a hidden religious faction dedicated solely to Hiisi — and they work to undermine the rules of society throughout the lands of the peninsula. However, the Old Sword Lands have undergone some major changes since The Transformation — a lot for the good — which means the Cagewrights must now tread more carefully in the region.

It is believed that this organization has rooted itself into every kingdom and government in the Southern Heartlands but this is an exaggeration. It is true that they are strongest in such lands as the Aerie Holds, Anoria, Antius, Eversinki, Flamerule, Izmer, Shaule, the Strandlands, and Yuln, but they are not everywhere. And they are not trusted by other evil and neutral organizations, since many of those organizations have been duped by the Cagewrights in the past. The ultimate goal of the Cagewrights often conflicts with the desires of evil religious sects that worship the Sword Gods. Most of these sects do not want the Lord of Darkness to gain his freedom as he would try to regain his mantle of leadership over the Sword Gods. This would lead to blood feuds and holy wars amongst the followers of the Sword Gods, which would be devastating for everyone involved.

The Cagewrights are nearly unheard of in the lands of the Far South due to the inherent bias in the organization towards those without some form of human ancestry. That ancestry can be mixed with anything else, but those that aren't partially human aren't respected unless they also happen to be Shackleborn as well. This racial bias is by no means absolute but it does breed hatred and dissent amongst those members without human ancestry. This twisted bigotry has kept the Cagewrights from gaining power in the southern lands, in the past, but since The Transformation things have changed somewhat. That magical conjunction changed the landscape of the entire continent. It redistributed the racial demographic of the Far South, and now there are many more humans living in the southern lands. As a result, the Cagewrights have slowly spread south to such cities as Belinay, Hathmathia, and Rusthallow in the West, and Osebye, Sallim, and Selquin in the East.


DM's Note
Hiisi is imprisoned on the sixth layer of Carceri, Agathys. This means that the followers of Hiisi never find their way to their god as petitioners. Instead, they become trapped on one of the first five layers, or continue to exist on the Material Plane as undead. As Hiisi is trapped on frigid Agathys, his followers are often cursed by cold. On Harqual, his living followers sometimes become frost folk, while his undead followers mostly become entombed, frostfell ghosts, icegaunts, or winterspawn (see Chapter 6: Monsters of the Frostfell in D&D Frostburn). Demodands in the direct service of Hiisi gain the Wastling Template from the Frost & Fur d20 sourcebook (see pp. 152-153).

Cagewrights.png
 
Last edited:

Knightfall

World of Kulan DM

Cult of the Dragon

Source: Forgotten Realms Lords of Darkness
Origin: Unknown
Symbol: A flame with eyes burning above a dragon's claw.
Leaders: Wearers of the Purple. Each cell of the Cult of the Dragon is lead by one or more of these leaders who wear purple robes to signify their rank.
Notable Members: Augustin Guischard (NE male Getacian human, transmuter 18); Khallos Windenrivier (LE male half-elf, cleric of Falazure 12); Maddalyn Reimstein (N female Northlander human, fighter 10).

Purpose

The Cult of the Dragon believes that the world should look to dragonkind for leadership. They revere dragons in all their forms, but show the greatest reverence for undead dragons such as dracoliches (called the sacred ones). The cult tries to recruit rogue dragons to their cause, and they will even go so far as to kill a dragon and then raise it as an undead creature. This organization has no respect for those that follow the Tenets of the Balance. The cult pays special homage to Falazure, The Night Dragon.

Notable Activities

The Cult of the Dragon bases its daily activities around the betterment of dragonkind and those that show them proper respect (namely themselves). This doesn't always conflict with the goals of other organizations dedicated to dragonkind, but when they start turning dragons into undead creatures they go one step too far in the mind of civilized society. The cult is always looking for rogue dragons willing to undergo the transformation into dracoliches, and they don't always take no for an answer.

However, turning dragons into undead creatures rarely is an effective way for the cult to fund their activities, in fact it costs the cult tons of time and gold. Each cult cell usually makes its coin by one of the following methods: banditry & pirating, blackmail & extortion, dungeoneering, kidnapping, protection rackets, smuggling, or providing vices to others. Cult cells that are forced to fund their activities by dungeoneering, or worse, by legitimate means are usually down on their luck.

The cult also works towards spreading the worship of the dragon gods. They revere Falazure before all the other dragon gods but that doesn't stop them from being prophetical regarding Io's place in the universe. And this devotion to all the dragon gods keeps the cult from being hunted everywhere it has influence. A cell that is able to increase the standing of all the dragon gods, in a particular area, succeeds as much as a cell that only spreads the word of Falazure.

Opponents of the cult consider its members activities and goals to be contradictory; this seems insane to a group like the Knights Majestic. As a result, members of the Cult of the Dragon and the Knights Majestic never work together and will attack each other on sight.

Campaign Notes

The Cult of the Dragon tend to keep to the shadows of mainstream society, so the cells that have been uncovered have tended to be located in out-of-the-way places. They prefer to haunt old ruins and abandoned dungeons — anywhere they can provide a suitable lair for a sacred one. However, a few cells have been rooted out in major population centres.

One such cell was uncovered and destroyed in the City of Anthmoor, in late 754 N.C., and it was believed to have been in league with High Fist Warcoul, the theocratic ruler of the Owelga Dominion. The High Fist has coveted the lands of the Storm Domain for over fifty years, and his knowledge of necromancy is undeniable as is his strength of will. It is even rumoured that he has a dracolich in his service. Thus, it is quite possible that he's had dealings with the cult.

The only other known cell to be uncovered in a populated region was the group of cultists known as the Purple Brotherhood. This large cell existed in the Free Lands of Arkhangel, and it was the bane of that republic, up until the end of 735 N.C. It was at this time that the cultists tried unsuccessfully to take over the City of Arkhangel. They were defeated by allies of the current Gubernator, Willem Polgár, including a group of adventurers from the Wind Cities known as the Ramparts of Alavar. The Purple Brotherhood cell is believed to still exist somewhere in the Wind Plains, but nothing has been heard of them in decades.

Another famous Cult of the Dragon cell is known as the Unnamed. These cultists wander the wastes of the Great Expanse staying one step ahead of the desert elves and the Knights Majestic. They are nomadic and are said to be lead by a powerful dragontouched earth elementalist who's name isn't know — not even by his fellow cultists. They simply call him the Purple Lord of the Sands. His followers are fanatical and in the few instances when the Unnamed and the Knights Majestic have clashed they have laid down their lives to save their master.

There are many more cells spread throughout the Lands of Harqual but discovering and cataloguing them all would take a lifetime. It would also be useless as Cult of the Dragon cells come and go. The legacy they leave behind is an increase in the number of undead dragons that now haunt the continent. One of the most powerful of these is a dracolich named Hellscar (LE male red great wyrm [dracolich, rogue], sorcerer 10). (He had a different name once, but no one dares speak that now.) Hellscar was an ancient red dragon that once lived within the Tenets of the Balance and who once soared over the Hills of Morhan and was a great friend to the druids of the Hallowed Lands. His fall at the hands of the Cult of the Dragon is one of the worst tragedies of dragonkind.

The cult tracked the ancient red to his lair and offered him undeath and immortality. He refused, of course, but they wouldn't take no for an answer. Over a hundred of them died, sacrificing themselves to bring the dragon low and then they forced the transformation into a scared one on him. The forced change drove him completely mad, and he slew every last one of the remaining cultists before going on a rampage across the North. The druids tried to save what was left of his soul, but he did not recognize them and killed dozens of them. He didn't remember his former self and took the name Hellscar to strike fear into the hearts of mortals. That was more than 100 years ago.

The ancient, red dracolich now lives in the Aragar Mountains in the frozen wastes of the Northlands. He considers the entire mountain range to be his domain and kills all other dragons that infringe on his territory. It is known that Hellscar is in league with the ruler of Blighted Lands of the North, the Lord of Decay. Hellscar helps subjugate the Lord of Decay's more unruly citizens, and in return, the evil cleric of Mussin provides the dracolich with suitable sacrifices. If those sacrifices are members of the Cult of the Dragon then so much the better.

Cult of the Dragon.png


Cult of the Dragon.png

(Alternate Homebrewed Symbol)​
 
Last edited:

Knightfall

World of Kulan DM

Eyes of Hande Thieves’ Guild

Source: Homebrewed
Origin: Duchy of Minar
Symbol: The open palm of an upright hand with multiple, tiny eyes scattered across the palm, a small eye on the top of each fingertip, and a large eye in the centre of the palm. The eyes are all iridescent and of different colours. The centre eye is coloured black while the fingertip eyes are blue, green, silver, red, and yellow.
Leader: “The Hande” (unknown origin; rumoured to be goodhearted). The leader of the Eyes of Hande is only known as The Hande, as the guild isn’t popular in lawful lands and secrecy is very important for its upper echelon. No one knows who The Hande is truly. It is rumoured that the guildmaster isn’t fond of assassins or lawful-loving adventurers but realizes that sometimes they are necessary. (This makes The Hande and their religious followers of Kuil part of a separate group — as the Church of Kuil has discredited the guildmaster and branded them all as heretics.)

Purpose

The thieves’ guild known as the Eyes of Hande holds sway in several cities of the Eastern Shores. However, its main base of power is in Minar City in the Duchy of Minar. There, as well as in other cities, the Eyes of Hande works toward keeping freedoms in place for the citizens of the duchy as well as making a profit. The Eyes of Hande don’t like lawful rulership and always work towards creating more chaos and independence in a society. Many rogues and rogue/clerics dedicated to Kuil are members of this guild although it’s not a requirement. Worshippers of Dionysus, Heward, Kord, Lokun, Olidammara, Tok, and Valkar are all welcome in the guild.

Notable Activities

The Eyes of Hande Thieves’ Guild leans more towards chaos and neutrality, which is what makes it stand apart from other thieves’ guilds with worshippers of Kuil. The rogues of the Eyes of Hande are more like subtle freebooters on a sea of land. They steal from the rich and powerful, as well as the uptight citizens of lawful societies. However, while they do give to the needy, they would much rather train the needy to “fend for themselves,” after helping them eat and become stronger. This means that a lot of the Eyes of Hande members start out as youngsters.

The Eyes of Hande is primarily a guild of thieves, however, and a lot of the guilds major illicit money comes from pick pocketing, burglary, and protection rackets. The guild also has a strong spy network, which it uses throughout the Eastern Shores. The network never maliciously targets Duke Jace Brookwater of Minar or his family although they do keep track of the family’s members and current activities. This is made easier due to the fact that the Duke’s nephew, Lord Roland Dentonsen (CG male Denilan human, aristocrat 2/rogue 2), is a member of the guild. Roland keeps a detailed journal on his family members and the activities of the Ducal Court and the Duchy’s lesser courtesans.

The Eyes of Hande spy network is rumoured to be based upon The Hande’s time as a member of the Tiger Guild. Now, that the Tiger Guild has relocated to the City of Tian, after being force out of the Theocracy of Thallin, the two guilds have a (somewhat) friendly rivalry. While The Hande respects his former guildmaster, he worries that the Eyes of Hande and the Tiger Guild both being in Minar might end in conflict. After all, The Eyes of Hande work less towards influencing different power centres and more towards changing them into what their guildmaster prefers.

For now, the Eyes of Hande and the Tiger Guild try to respect and try to work with each other, but more often than not the two guilds prefer to ignore each other. It hasn’t helped relations that Carl Tigerstorm has long denied, and continues to so, that The Hande was ever a member of the Tiger Guild.

Campaign Notes

The Eyes of Hande are the foremost thieves’ guild in the Duchy of Minar and the communities of the Independent Sovereignty of the Qualitian Belt and the region known as the Highlands. They are also common in the western communities of the Kingdom of Stonn. However, they aren’t welcome there. They are almost unheard of in the Theocracy of Thallin and the Barony of Wolffire but have begun to expand south into the western region of the Thunder Lands — especially the Barony of Calot and the City-state of Cirrus. They had made inroads in Domain of Anoria but after that lands fall from grace they no longer have a presence there. So far, they have been kept out of the Dominion of Cauldron and the Diabolic Enclaves.

However, the guilds primary activities are in its traditional homeland of the Duchy of Minar. The guild controls the streets in the capital city as well as in the City of Tian. Here, they are considered heroes by the locals but are still clouded in mystery. It is often been said that Minar is one of the most open places in the Eastern Shores, if not all of Northern Harqual. And while the citizens of the Cities of the Wind would dispute both those claims, Minar has some of the freest laws of anywhere in the Northern Heartlands.

This is what makes Minar the best place for the Eyes of Hande to operate. The members of the guild don’t believe in chaos for chaos’s sake. They believe in change and a free-form government that changes with the whims of the people. They believe this brings about better trade possibilities, as well as less legal means of commerce. Thus, the tournament every five years, which allows anyone to compete to become Duke of Minar for the next five years is one of the greatest political achievements in the opinion of the guild members.

However, The Hande is beginning to think that it might be time for someone else to win the tournament as Duke Jace has continued to win the tournament every five years since he entered. The last thing The Hande wants is for the Duke to decree the tournament’s end and begin a hereditary rulership of Minar. And yet, the people love their Singing Monarch, and he has been a fair and honest ruler. The guildmaster is torn; he doesn’t want to “fix” the tournament.

The outbreak of war between Minar and the bugbears of the Sunus Mountains forced The Hande to postpone and idea of forcing change on the beleaguered duchy. The guild now works towards stabilizing Minar (something they never thought they'd do), and The Hande works to ensure that the Duke remains in power, for now. The war brought the entire country closer together as a nation, and the Eyes of Hande now work towards rebuilding the towns and villages that were lost. The war also created a closer bond between the Eyes of Hande and the Tiger Guild of Tian.

The members of the Eyes of Hande in the Qualitian Belt and the Highlands are less like thieves and more like scouts. They work towards protecting these isolated communities from the machinations of the Fury of the Dragon, from the Theocracy of Thallin, as well as the blood elf, ogre, gnoll, and krug raiders of the region. The guild has members that are scouts, wilderness rouges, and rangers and the guild often works with the two organizations known as the Striders of the Dawn and the Rapid Riders.

The Eyes of Hande have tried many times to make inroads into breaking the lawful grip on the Kingdom of Stonn since the guild was first formed. This has always ended in disaster as the Angle’s Edge Thieves’ Guild always works against them. The fact that there are followers of Kuil on both side has lead to a lot of friction and, sometimes, outright warfare on the streets of the western communities of the kingdom. No where is this more prevalent than in the City of Sentinel — a strict lawful neutral city where the members of the Angle’s Edge are also members of the watch.

The Eyes of Hande expanded into Calot and Anoria shortly before The Transformation. Calot, being a much smaller land, was easier to infiltrate, but they continue to keep a low profile there. Anoria, however, had a more complex power structure before it fell into the hands of the Infernals of the City-state of Flamerule in 753 N.C. The Eyes of Hande didn't fair well when Anoria was conquered. The guild’s membership in the area were either killed or scattered to the wind. Several of them made their way back to Minar, but others fled into the Kul Moren Mountains and the Great Expanse.

The former head of the Eyes of Hande in Anoria, Darel Willowtree (CN male half-elf, Rog4/Ftr4) [a follower of Olidammara], joined another thieves' guild that fell on hard times after the three-pronged war between Anoria, Cauldron, and Flamerule — a guild known as the Last Laugh. His defection to this rival guild was a tough blow to the Eyes of Hande. Darel was considered to be one of the brightest young members of the guild, but his ego and mean streak got the better of him. Now, he works to undermine the activities of the Eyes of Hande throughout the Thunder Lands, and he enjoys hunting down his former guild mates.

Eyes of Hande.png
 
Last edited:

Knightfall

World of Kulan DM
Fallow's Cross Adventurers
Source:
Fallow’s Cross AD&D 2E Web Site (see the DM’s Note below)
Origin: Eastern Shores
Symbol: A wooden, Celtic-style cross.
Leaders: Coromir Maralethion (CG female half-blooded* elf, fighter 6/wizard 6/rogue 6); Hassan (CG male Shaoyan human, fighter 20); Jason of the Dark (CN male Denilan human, wizard 18); Marie Goldmane (CG female half-elf, rogue 11/wizard 9). *Coromir is half-silver elf and half-forest elf.
Notable Members: Artemis (NG male Vindi human, ranger of Brenna 9); Danal Blackeagle (CG male Stonnish human, fighter 5/sorcerer 5); Ingrid Halloworth (NG female Silvester human, druid of the Daghdha 16); Jillian Featherbrook (LG female hairfoot halfling, paladin of Arvoreen 18); Morcleb Maralethion (CG male silver elf, fighter 9); Orris (LG male Navir human, paladin of Valkar 9); Wilfred of the Wild (NG male Tanaroan human [werebear], fighter 8/cleric of Larea 8).
Other Members: Diana Rande (CG female Lochfolk human, ranger 2); Ian Rocliffe (N male Anorian human, cleric of the North Gods 7); Lindy Littlecart (N female Denilan human, cleric of Larea 3/fighter 2); Leslie Whitecotton (NG female Qualitian human, cleric of the Daghdha 10).

Purpose

The Fallow's Cross Adventurers (FCA) are just that, a group of adventurers who try as hard as they can to protect the small border town of Fallow's Cross near the edge of the Great Forest and the moors of Caer Amylinyon. They oppose the rule of the Mad King of Thallin and are considered freedom fighters to the citizens of the Theocracy of Thallin. They strive to reclaim their old headquarters in Fallow's Cross as well as the estate known as Stanzfeld Mansion near the City of Fruen.

Notable Activities

The Fallow's Cross Adventurers have become more militant since the civil war in the Theocracy of Thallin. They believe that King Varath Dragonguard should be removed from the throne. The group does whatever it can to disrupt the flow of wealth into the king's coffers. They oppose his elite soldiery known as the Fury of the Dragon as well as the diabolical priests of Nether's Deathtide. These adventurers take great pride in their devotion to freeing the kingdom from the Mad One's tyrannical rule.

The FCA also works toward strengthening the enemies of Thallin such as the clannish hill-folk of the Highlands and the Thallinite Resistance in the City of Rivenwood. The adventurers are careful to not stay in one place for too long, and they have been known to disappear into the Great Forest for months at a time. It is believed that they have a base of operations somewhere near Lake Loch and have made alliances with the fey enclaves living there.

The FCA have also taken a great interest in the border skirmishes between Thallin's armies and the militias of the Wind Cities. King Varath has made it clear that he believes that the Lands of the Cities of the Wind rightfully belong to Thallin based on one-hundred-year-old documents. These pages of parchment are said to have been found in old, abandoned ruins under the City of Raell, and they state that the land surrounding the City of Baermos, for fifty miles in all directions, belongs to the Dragonguard Royal Family. The leaders of the Fallow's Cross Adventurers believes that King Varath had these documents forged for his own evil purposes.

They work tirelessly to uncover the truth.

Campaign Notes

It has become widely knownin the Eastern Shores that the adventurer Danal Blackeagle, the son of an influential nobleman from the Kingdom of Stonn, is the cousin of King Varath. Many in Thallin wish for him to become country's new king should the Mad One be overthrown. His fellow adventurers only found out about his bloodline after the civil war began. They weren't sure if they could trust him (he was new to the group at that time), but he has proven himself time and again. He has become more than just a freedom fighter to the citizens of the kingdom; he has become a folk hero. This makes the young man uncomfortable, but he refuses to hide way somewhere while his cousin oppresses his friends and allies.

Marie Goldmane often helps the persecuted citizens of the City of Raell, which was where she spent a great deal of her youth. That city is a dangerous place, even before the war, and she rarely stays in Raell for more than a week at a time. (Most nonhumans are now banned from entering Thallin, except as slaves.) More often she travels to and from the Wind Cities from the Kingdom of the Silver Leaves. The kingdom of the silver elves has become her new home, and she uses her influence with the High One, Menkhar Silversun, to help the struggling communities of the Wind Plains.

Hassan, a foreign warrior from Kanpur displaced through time, controls the activities of the FCA in the City of Rivenwood. He works closely with the Thallinite Resistance; he has freed dozens of people just by the power of his sword arm. The bounty on his head is considerable but the people love him. Only some of the more dangerous of the criminal element in the city would turn him in and such an act would be risky. Hassan fights diligently to wipe out the Fury of the Dragon; warriors that he considers to be dishonourable louts.

Jason of the Dark and Coromir Maralethion are the most militant members of the FCA. They go on the warpath wherever they can, and they almost never take prisoners. They push young Blackeagle to become more involved with the Thallinite Resistance, and the two of them have decided that Danal would make an excellent king. They keep tabs on him at all time, and Coromir rarely lets the young nobleman out of her sight. Danal puts up with “Corrie,” as her friends call her, because he is completely in love with her, and he greatly admires Jason who helped him unlock his potential for sorcery. (Jason also gave Danal his nickname, “The Wind Walker.”)


DM's Note
Fallow's Cross Adventurers isn't my original creation. I got the name and many of the characters from an old 2nd Edition D&D Forgotten Realms website [link isn’t secure any more]. The website details the Fallow's Cross campaign, which was run by multiple game masters in several locales throughout England. I received permission from the owner of the site, Andrew Prentis, to borrow the FCA (as I call them) for the Lands of Harqual.

Artemis, Coromir Maralethion, Jason of the Dark, Marie Goldmane, Morcleb Maralethion, and Orris are all PCs from that gaming group. The site had their character stats and backgrounds, which I used for the starting point of my own version of the FCA. I have altered a great deal about the adventuring group, and now that I've advanced my timeline I need to alter the group even more.

Danal Blackeagle is a character from the Dungeon Magazine module called as “Prism Keep,” which I briefly ran through for my Companions campaign (Bactra, Dabuk, Jeddar, etc). The character from that module escaped Prism Keep and eventually made his way to Fallow's Cross. The other listed members of the FCA are original NPCs created by me.

Thanks again to Andrew and his fellow gamers for providing me one of the best campaign locations I've ever used. Their campaign might have ended ages ago, but the Fallow's Cross Adventurers will live on in my world for as long as I find a reason to use them. And thanks to Rich Baker for writing one of my favourite Dungeon adventures of all time.

Fallow's Cross Adventurers.png
 
Last edited:

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
Remove ads

Top