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Kavashar and the City of Stormfang

Started by Taurren, November 05, 2006, 06:35:47 AM

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Taurren

Kavashar and the City of Stormfang

The bright moon appeared bloated in the desert sky as it shone down on the ancient city of Utara, bathing both palace and hovel alike in its pale light.  In the streets the commoners rejoiced and celebrated the Night of Asarwa.  For on this night, the sacrifices that the living had made to the Gods over the past year, are given to the Dead, to appease them and keep them in their crypts, happy and contented.

But high above the city, in a tower of polished crimson marble there was no celebration.  In a room atop the tower, open to the night sky, the moonlight wavered as it fought against the darkness and shadows that made this room their home.  The room itself was round, and over 20 paces from side to side.  The floor was made of a sheet of steel, polished to a mirror like sheen that reflected the almost trivial amount of light that made it through the clinging darkness.   In the center of the room a chest was open, displaying 6 scrolls wrapped in black silk.  A hooded man with an aura of desolate menace sat before the chest, gazing at yet another scroll.  This seventh scroll hovered in the air, held aloft by tendrils of shadow that came from within the readers hooded face.  From the scroll, words written with a mystical ink arose from the page as they were read, burning in the air for a scant few seconds, then faded, leaving nothing but ashes that were carried away by the nights wind.

To He who is Master of the Night, and Keeper of my Soul; the Lord of Shades,
 
May the blessings of She, who is our Mistress, The Lady of the Seven Secrets, grant you the vision to see through the deceptions of your enemies and blind the sight of those who would dare to pit themselves against your divine will.

As instructed I, your pitiful servant, have spent more than a year in the northernmost city of the Veldenburgh Confederacy, that on maps is called Kurgendel, but to the locals is known as Stormfang.  The scrolls, drawings and maps that accompany this letter contain the information that I was sent to collect.  They tell of this cityâ,¬,,¢s connection to the Confederacy, its leaders, their secret's and the opportunities that they offer our Order.  

I know that I am nothing on my own, yet when I direct my deeds to accomplish your will I am everything. And so I beg of thee, Great Lord of Shades, not to visit your just and fearful displeasure upon your most loyal of servants, for the effrontery of leaving within the scrolls, my own unworthy opinions of those whom I did meet, and what I did see.  My only desire was to provide for you the most complete and accurate information that I was able to uncover.

I have sent this information to you in the hopes that it will be judged worthy in your eyes, so that I may leave this cold city of stone and biting wind, and be brought back to our Order's home, and into your dread and divine presence once again.

I lay my life and soul at your feet and quiver in fear of ever failing you,

Talakos Scar
Destiny is not a matter of chance,
it is a matter of choice;
it is not a thing to be waited for,
it is a thing to be achieved.

Taurren

Scroll 1

I loathe this city with a burning passion.  

It has no fear within its old bones, and every day it challenges the courage of those who would live within its heart.  For almost two seasons of every year, the city is never silent. Never.  It is not the sound of men or of dwarves but the sound of the elements that I speak of.  For during the winter months, the city is battered most days and nights by sheets of freezing rain, swirling winds and raging storms.  This city seems to welcome the winter, cloaking itself in the elements, as a man would wear a suit of mail.  The constant moaning winds, grasps at you like the hands of a drowning man, while the silent ice lays in ambush  for a misplaced step to send you flying through the air.  But it is the storms that answer the mountains call, that I came to hate more than any other part of this city.  The storms seem alive and driven to crash themselves against this mountain-city in a futile attempt to bring it down.

When the winter storms come from across the northern sea, the mountain that towers above the city calls lightning to it, as a mother lion, calls for its cubs.  And when the lightning crashes against the sides of the mountain, the dwarves begin to chant and make their way to the mines.  They call out to Kurgyn-Tal, the mountain spirit, pleading with her to allow them to enter her womb once more, and to leave with the seed that has begun to grow with each strike of lightning.  Aside from the Dwarves, few others dare to spend much time outdoors in the winter months.  The gnomes carve and create their miniature treasures, while the humans who rule over this city, stay warm in their lodges, where they drink, love and fight.

But come the spring, the city changes, as a hare changes the color of its winter coat.

In the spring and summer the sea becomes calmer, allowing the fishermen access to its bounty.  The foresters brave the dangers of the Mistling Wood to find and cut down the mighty Ringwood trees that are so prized by shipbuilders and craftsmen.  Within the city, the merchants and sailors prepare for the fleets of ships that will come from many lands, bearing goods to trade and news of the world beyond.  The sea-wolves from Volk will hunt lone ships and everyone will wait for the arrival of the Stone Ship from SeaForge Keep.

Within that all to short spring and summer, the people of Stormfang will perform a year's worth of work.  They will begin work before dawn and work late into the night.  Neither prayer nor celebration will slow them down.  For they know that all to soon a cold wind will come from the north, herald to the storms and winter that are on their way.

Talakos




The city of Stormfang lies at the furthest tip of a spur of mountains that stabs into the heart of the Northern Sea.  These mountains, called the Gray Sentinels, stretch from Stormfang in the north, to the Plains of Belecos in the heart of the Veldenburgh Confederacy in the south.  Beyond Stormfang, the Nothern Sea is dotted by many islands, some of which have have small farms and fishing villages.  Further out, beyond those islands, lie the homes of the two great nations of the Northern Sea; the Dwarves of SeaForge Keep, and the Dark Princeâ,¬,,¢s raiders from the Land of Volk.

The dark green waters that lay just off the coast of Stormfang are home to vast schools of blue fish, haddock and mackerel, making fishing a reliable way to survive in this harsh clime. But the warm southern currents that help to support the boundless fishing banks, also bring warm moist air, that when mixed with the cold northern weather produces numerous and violent storms, banks of fog that stretch for leagues and last for days, and an uncertainty that makes Magi and Sages who specialize in weather, greatly desired.
Destiny is not a matter of chance,
it is a matter of choice;
it is not a thing to be waited for,
it is a thing to be achieved.

Taurren

Scroll 2

The City of Stormfang

Only after a year am I truly beginning to understand those who call Stormfang their home.  I fear that a full year is a burdensome necessity, for to understand them, you must see the different lives that they live.  The main tenet of their lives is the support and trust that they offer to one another.  This type of reliance on each other appears to be needed as much as food and shelter, especially when the very nature of the city is such a challenge for those who live here.

Aside from Stormfang Keep itself, this city has no walls.  But then again it doesnâ,¬,,¢t need them, protected by the steep cliffs, the cursed weather, and the Storm Wardens and Tuskers that guard the city from direct attack.

Talakos


Stormfang is the name that the locals have given to their city, and â,¬Å"Fangersâ,¬Â is what they call themselves.  

The population of Stormfang varies greatly depending on the season.  During the winter months, there are little more than 20,000 inhabitants, yet when the warm spring weather arrives, it heralds a new trading season, and with it come visitors from many lands.  Deep sea Windrunners from far off Median , dock beside coastal traders from Aldurskaag , all to unload their goods and passengers.  Fur traders, dwarven miners, farmers from outlying villages and even outlaws from the Mystling Woods, make their way to replenish depleted supplies once the mountain passes are open.  During the late spring and summer months, Stormfangâ,¬,,¢s population will swell to well over 35,000, only to fall back to 20,000 once the gray winter clouds begin to gather once again in the cold northern sky.

Although dominated by humans, well over 1,500 Dwarves and close to 1,000 Gnomes currently call Silverfang their home.  During the spring and summer, members from almost every other race have been known to make their way to Silverfang, making it far more cosmopolitan than either its location or size would indicate.
 
The city itself is built on a series of five plateaus that climb from west to east, resembling giant blocks of granite. Each of the plateauâ,¬,,¢s rise between 30â,¬,,¢ â,¬' 60â,¬,,¢ above the one before it, while the tallest of the plateauâ,¬,,¢s finds itself at the base of Mount Kurgyn-Talâ,¬,,¢s sheer southern face, which rises in a smooth wall over 4000â,¬,,¢ feet above the city.

Each plateau has a pair of ramps, over 30â,¬,,¢ wide, carved into its face that allow access to the level below. One ramp of each plateau is made of low deep steps, that allow for a long and easy climb while the other is a smooth and steep ramp that is difficult to use during the summer months, and nigh impossible during the winter.  To aid the movement of heavier goods form the port up to the higher plateaus of the city, Stormfang has added a giant wheel at the bottom of each smooth ramp.  This wheel is connected by ropes and chains to pulleys at the top of the ramp.  When a large crate needs to be moved from one plateau to the next, it is attached to the ropes, and then convicted criminals are used as the muscle power needed to turn the wheel and pull the crates to the higher plateau.

The Fangers call these plateaus, Steps, and each has a unique flavor to both its buildings and the spirit of those who live there.  In truth there is no important distinction between living on one step, rather than another.  Fangers move from Step to Step as the need and desire takes them.  In a city built to hold over 60,000 inhabitants, finding a new home within the city is rarely a problem.  Over many years each step seems to have assumed a function for the city, and those who live there naturally reflect that.

Sailorâ,¬,,¢s Step
The first step is called the Sailorâ,¬,,¢s Step and is the low step in the city.  It rises but 30â,¬,,¢ above the sea to the north, and the sparse farmlands that lies just south of the city.  The piers of Stormfang, which extend into the bay from the Sailorâ,¬,,¢s Step, are made of massive stones quarried from Mount Kurgyn-Tal and, designed by the Dwarves to withstand the battering Northern Sea. The piers are the pride of both Dwarves and Men.  Built on a scale much larger than all but the largest southern ports,  the piers can dock over 20 vessels docked at the same time, in addition to the many local fishing vessels that sail the northern waters.

Stormfang is also one of the few harbors where the Dwarven Tower Ship is able to dock so that it can fully re-supply its stores.  The Tower Ship is a massive floating castle, made by the Dwarves, and enchanted to travel across the storm tossed Northern Sea.  Its mission is to visit the many Dwarven colonies that dot the isles and coastal lands of the north.  From each colony they collect their tribute in the form of metals, gold and gems for safekeeping back at SeaForge Keep.

 The buildings on the Sailorâ,¬,,¢s Step are mostly warehouses, shipwrights, merchant houses and the homes of fishermen.

Travelerâ,¬,,¢s Step
Rising 50â,¬,,¢ above the Sailorâ,¬,,¢s Step, is the Travelers Step.  This step is dominated by a number of circular shaped ruins that were ancient when the Dwarves first came to these shores over 200 years ago.

Stormfang is well known for the many spectacular ruins that are spread across all the Steps, and on the Travelerâ,¬,,¢s Step, the most well known ruin is the Sunstone Court.  The Sunstone Court is a single circular slab of marble over 200â,¬,,¢ across and 10â,¬,,¢ thick.  Carved in relief in the center of the stone is the profile of a manâ,¬,,¢s face looking west and half of a sun, shinning towards the east.  Along the outside of Sunstone Court are glyphs carved into the surface of the marble that are aligned to indicate key events in the celestial dance of the stars, planets and moons.   A general sense of unease and vertigo quickly b egins to effect any who spend more than just a few minutes standing on the Court.  Strange lights and mystical effects cascade from the glyphs, marking every equinox and solstice.

The Travelerâ,¬,,¢s Step is also the home of the Tempests Fair, the main market of Stormfang and the North Sea.  Numerous taverns, smiths, craftsmen, animal handlers and a number of brothels can all be found here, without it being to challenging a task.

Dragonâ,¬,,¢s Gem Step
The Dragonâ,¬,,¢s Gem is the name of the third plateau, which rises 50â,¬,,¢ above the Travelerâ,¬,,¢s Step.  Its name come from the massive carving of a dragon that winds its way around the face of the cliff that overlooks the Travelers Step.  Imbedded in the head of the dragon is the carving of a massive gem.  Like the many ruins about the city, the purpose behind this particular carving is a mystery, as nowhere else in the ruins, is the depiction of a dragon seen.

Beneath the Dragon Step are a series of ancient halls connected by winding passages and steep stairs.  In the heart of these chambers is a vast circular room, dominated by a vast pool which descends a few feet below the floor.  The floor of the pool is a mosaic, made with fire opals and blue diamonds.  While in the very center of the pool, an obelisk rises over 20â,¬,,¢, almost touching the ceiling.  This obelisk is an exact duplicate of the one found at the end of the bridge that arches out over Stormfang Bay.  Surrounded by crumbling, rune engraved pillars that are far older than the room itself, this pool has recently been the center of clandestine activity by adventurers hired by Bael Greyfox himself.  This increased level of activity in the ruins, has coincided with the sudden appearance of a mysterious thick emerald mist that rolls in to and out of the city with increasing regularity.

For those who are not in Lord Greyfoxâ,¬,,¢s confidence, this mist seems to appear without rhyme nor reason and can last from anywhere between a couple of hours, to a few days.  Despite its originally harmless nature, the mist now seems to be a tool for someone (or something) who is using it to aid in a series of violent and barbaric murders in the city.  Bael Greyfox, has offered a 300 GP reward for information that leads to the arrest of the ones responsible for the murders.  So far, the Dragonâ,¬,,¢s Gem & Travelerâ,¬,,¢s Steps are the only 2 areaâ,¬,,¢s of the city, where the murders have taken place, although the emerald mist has now begun to spread to the Sailorâ,¬,,¢s Stone and Bridge Step.  Many Fangers are becoming nervous that the â,¬Å"Emerald Butcherâ,¬Â could be coming their way.

This area of the city is dominated by the artisanâ,¬,,¢s quarters, a number of churches and shrines and the majority of the personal homes of the Fangers.

Behind the Sceneâ,¬,,¢s in the Dragons Gem Step
A little over 2 months ago, in the heart of yet another cold and deadly winter, Willhiem Schadle, a well known sage who was working for Bael Grayfox, made a breakthrough and unraveled a key to the script used by the original builders of Stormfang.  Comparing the glyphs on the ruins both here in Stormfang and other sites found far to the south, he was finally able to decipher some of the runes and carvings found within the pool and on the obelisk that lay beneath the Dragon Gem Step.  Enchanting water through forbidden alchemical  processes, Willhiem Schadle then filled the pool and watched in wonder as the pillars surrounding the pool began to glow, and a thick emerald mist began to quickly saturate the nearby underground ruins and even boiled out into the street itself.  But even more surprising was the obelisk in the center of the pool.  Although it still remained in its previous form, its surface of rune carved stone had now become a swirl of arcane energies, a portal to another place, or another time.  Rushing to Bael, he quickly told the leader of Stormfang about his discovery.  Greyfox gathered some of the cityâ,¬,,¢s militia, and a few adventurers and sent them through the opening, promising them a hearty reward once they returned.

Striding through the enchanted water and into the mystical gateway that had replaced the obelisk, the bewildered adventurers entered a mist shrouded, vine choked swamp.  Large trees, hot humid air and swarming insectâ,¬,,¢s, made it obvious that the adventurers were no longer near the northern climes of Stormfang.  But where they were, was very much a mystery.  The same emerald hued mist that had issued from the pool when the gate was activated, covered these wetlands, blotting out both sky and sun, providing only a murky and diffused green light by which to see.

What they did discover nearby, were massive and extensive ruins, very similar to those found in Stormfang but on a much grander scale.  These walls and buildings were covered in sheets of gold and silver, and gems glittering from the top of towers that shimmered through even the pervasive mist.  Stunned at their apparent good luck, the adventurers quickly began to gather a kingâ,¬,,¢s ransom worth of wealth from the seemingly empty buildings. Only these ruins were not empty.  

Deadly serpents began to strike from the many pools of stagnant water, while monstrous reptiles and daemonic scaled beasts began to swarm over the suddenly overwhelmed adventurers.  They attacked from every side, leaving no time to prepare and little time to react.

Only 3 members of that first group made it back through the portal, to Stormfang.  All of them were suffering from many infected wounds and strange sores.  But the wealth they brought back with them has fueled the greed of all those who know about the mystical gateway.

With a seemingly endless source of wealth, awaiting for those with the courage and will to take it, Baen Greyfox was elated.  He quickly organized a series of forays through the gates, and watched in elation as his wealth increased almost everyday.  However, not everything was taking place as the Lord of Stormfang had planned it.  

With each foray into the swamplands, the Emerald Mist now grows thicker and blanketed more of the city, for longer periods of time.  At first Baen believed that the murders taking place within the verdant blanket of fog were caused by the greed of the soldiers and adventurers he had been using to collect the treasure.  But now he has begun to think that the attacks and their brutality are a sign of something much more dangerous.  Something that he has unwittingly loosed on the city.

In addition to that immediate threat, the Veldenburgh Confederacy has coincidentally sent a Guardian Herald by the name of Demetrius Renderson to renew Stormfangâ,¬,,¢s agreements with its southern Overlords.  Part of that agreement is the disclosure and safeguarding of all significant magical discoveries, of which the gateway within the ruins would definitely qualify.  Unwilling to relinquish the bounty he is now exploiting, Bael plays a difficult game with the envoy from the Veldenburgh Confederacy.

And finally Willhien Schadle, the sage and alchemist who uncovered the secret of the gateway within the ruins has mysteriously disappeared.  Gone without a trace, along with a large part of his notes and magical tomes regarding both the ruins here in Stormfang and those found in that far off land.  His pseudodragon familiar has been spotted over the last few days near the ruins of the Travelerâ,¬,,¢s Step, which does give some hope to Bael that his Sage is not far away.  But the normally friendly pseudodragon appears to be changing in some unknown way, becoming larger, darker in color and with a more aggressive manner.

Baen Greyfox is finding himself walking a very narrow path, where any misstep could be his last.  He continues to search for skilled and powerful men and women to deal with either his missing sage, the Emerald Butcher, or if sufficiently circumspect, perhaps another trip through the portal and a final grab for treasure before the secret of the gateway is known by too many others.

Bridge Step
The fourth step of Stormfang is named after the Winged Bridge, an ancient stone bridge that arches out over 300â,¬,,¢ above Stormfang Bay.  The bridge is made of a grey-blue stone, and supported by filaments of metal in the shape of a gigantic feathered wing that spreads out to uphold the bridge.  Bands of metal encircle the bridge, but like the wing, have become corroded, causing the bridge to sway and buckle in fierce winds. The end of the bridge is a circular platform that lies just after the apex of the bridgeâ,¬,,¢s arc. In the middle of the platform, an obelisk rises some 30â,¬,,¢ above the bridge. The riddle of the bridges actual use has been discussed both in the libraries of the wise as well as the taverns of the foolish for many years.  Currently it is used by the city of Stormfang as a final test of a criminalâ,¬,,¢s guilt or innocence.  If a convicted criminal believes that he is innocent, he can choose to spend one entire winter day and night, out on the platform.  With only the clothes on their back to protect the accused, this is a virtual death sentence.  If the Gods keep the criminal alive during that time, his conviction is overturned.   To date, the only man who has survived such a trial is the current Lord of Stormfang, Baen Greyfox.

The Bridge Step region of the city is also the home for the barracks and training grounds of the military units that Baen has created or hired over the past number of years.  

The City Militia is little more than a gang of ruffians who patrol the streets in numbers.  Armed with clubs, they help to keep the peace by physically beating those they catch breaking the laws.  

The Tuskers is a small mercenary company hired by Bael Greyfox for a 3 year tour of duty.  Originally from the Belecos Plains, the Tuskers all ride Dire or War Boars into battle, and are some of the most aggressive mercenaries from the south.  After suffering a stinging defeat at the hands of another mercenary company called the Wolfpack during the War of 3 Crowns, the Tuskers needed a few years of relative peace in order to increase their numbers and train new recruits.  Baenâ,¬,,¢s offer to help defend Stormfang, came at just the right time.

The Storm Wardens are the elite scouts and rangers of Stormfang.  Baen knew that for a city without walls to survive, he needed to have ample warning of any impending attack, and for that he needed highly trained patrols.  These patrols had to be able to spot incoming attacks from not just the forests or mountains, but from the sea as well.  He hired, bribed and cajoled the very best Druids and Rangers to help him train the scouts that Stormfang would need to survive.  Today, the Storm Wardens continue guarding the mountain passes, forest paths and sea lanes that lead to Stormfang.

In addition to the various military barracks and their training grounds, this Step is home to Anvil Keep, the Dwarven enclave in Stormfang.  This tower has been fortified over the years, and is now used as the Clan Hall, treasury and living quarters for a number of the dwarves that live in and work in Stormfang.

Castle Step
Castle Step is named after Stormfang Keep, the massive and sprawling castle that covers the majority of this Step.  The current Keep is in truth a series of castles that have been built by scavenging the walls and towers of the castle that was there before it.  Some parts of Stormfang Keep are Dwarven made, others designed by humans, while the oldest have a bewildering and disturbing nature and history all their own. This has turned Stormfang Keep into a virtual labyrinth of twisting walls, abandoned towers, forgotten halls and secret passages.

Most of the building on this Step, are used for the administration of the city, and the pleasure of Bael Greyfox.  They include the cities best brothel, a tavern run by a dwarven brewmaster, the cityâ,¬,,¢s courthouse as well as its jail.

The other main feature of the Castle Step is called Stonebreak Wall.  This wall was built by the Dwarves to protect the city in the case of rockslides coming down from Kurgyn-Tal Mountain.

The Ruins of Stormfang
The current city of Stormfang is but the latest to lay claim to the massive stone Steps that lay beneath Kurgyn-Tal Mountain.  Two centuries ago this area was claimed by the Dwarves after the Aanam Empire had abandoned it during their civil war. But even four centuries ago, when the hob-nailed boots of the Aanam Legionaries first walked across these Steps, massive and ancient ruins greeted their startled eyes.

There is even a mention of a location that sounds similar to Stormfang in the Book of Ages by the mad prophet Yazovir that was written over 1,000 years ago.

̢,"Fear the cold ruined bones of stone
That mark their windowed crypt forlorn
Witness the Mount of Heavenâ,¬,,¢s Fire
Guards forever its cruel desireâ,¬Â

Ruins and signs of the very first builders to claim these Steps, are littered throughout most of present day Stormfang. Some ancient walls have become part of present day taverns or houses, while others have been broken apart and used as stones for the streets.  

Other ruins lay beneath the city, carved deep into the steps themselves.  Rooms and corridors are connected in a perplexing maze, with little apparent reason yet with a sense of brooding purpose and unhealthy temptation to uncover their secrets.

The coming of the Emerald Butcher and the mysterious loss of Willhien Schadle, along with the majority of his notes regarding the true nature of the ruins, is beginning to rekindle the rumors of a curse that is visited upon all those who disturb the ancient ruins of Stormfang.
Destiny is not a matter of chance,
it is a matter of choice;
it is not a thing to be waited for,
it is a thing to be achieved.

Taurren

Scroll 3

Mount Kurgyn-Tal


I have learned my lesson, and will never play â,¬Å"Skull â,¬,,¢n Bonesâ,¬Â with a dwarf again.  Not having the coin to cover the last wager of a nightâ,¬,,¢s gambling, I was forced into service as a â,¬Å"cart-monkeyâ,¬Â for a month, pushing ore carts from tunnel to tunnel, collecting the stones and metals mined by the dwarves from within Mount Kurgyn-Tal and bringing them to the surface.

That I was then forced to submit to a search by the mineâ,¬,,¢s foreman, as if I was a lowly thief, has fired vengeance within my heart towards these squat abominations. And I swear to the Lady of Secrets that I will have my revenge.

To this day I still do not know how they found the Illyriun that I had swallowed.  The concoction of Teeriath Root and bilge water that they forced me to drink brought out not only that stone, but everything that was in my stomach and intestines as well.

These dwarves are both guarded and secretive, not trusting of any who are not of their clan.  If ever the chance came to corrupt or dominate one of these twisted pigs, we should take that chance.  The secrets we could uncover and the wealth we could claim would be worth the effort.

Talakos


The Dwarves who live in Stormfang, whether they are miners, foresters or craftsmen, all come from the same clan; the Alkenbar, or White Horns of SeaForge Keep.  The White Horns are one of the preeminent clans within SeaForge, and their claim to the mines of Kurgyn-Tal is a clear indication of that power.

Kaelen Stonefire is the leader of the Alkenbar Clan here in Stormfang, and is a close advisor to Baen Greyfox himself.  Kaelenâ,¬,,¢s primary focus is the continued mining of the Illyriun and Adamantine from the heart of Mount Kurgyn-Tal, for the wealth and strength it provides for SeaForge Keep.

But mining Kurgyn-Tal is not an easy task and many miners, both human and dwarf have lost their lives to the mountains fickle nature.

Whether by the wishes of Kkordalin, the Dwarven God of Stone and Metal, or just the whims of the Elemental Spirits, the mountains that lay at the northern edges of the Grey Sentinels, are a source of some of the rarest metals and ores found across the world.  Both Adamantine and Mithral have been found in this mountainous region, but itâ,¬,,¢s the Illyriun that draws the Dwarves to this treacherous mountain again and again.

Illyriun is a rare gray-green mineral with the ability to attract lightning, and call it down to earth from its home in storm clouds.  When storms rage, and the heavens shake with the fury of the Godâ,¬,,¢s, the Illyriun of Mount Kurgyn-Tal calls the lightning to it, bathing the mountain in repeated strikes and saving the city of StormFang from the storms wrath.  That ability of this rare mineral alone might have been enough been enough to bring alchemists and sages to the cold north, but Illyriun has another property that makes it even more desired.  

For with each strike of lightning, a small amount of Illyriun gets sufficiently charged and begins to change, altering both its mystical and physical properties. The mineral deposits shrink, taking up less than half the space that they originally did, and begin to change color to a reflective cobalt blue.  When in this form, the Illyriun can be used by weapon and armor crafters, providing a natural resistance against electricity.  It can be further treated, providing resistance against most forms of energy.

But this very change is what makes mining Illyriun such a challenge.  When the Illyriun alters its composition, it shrinks to less than half its size, creating fissures and stress points in the mountain.  This makes mining Illyriun, a very dangerous profession.  But one well worth the risks.
Destiny is not a matter of chance,
it is a matter of choice;
it is not a thing to be waited for,
it is a thing to be achieved.

Taurren

Scroll 4

The Ringwood Mill


The Ringwood Mill might very well be the best chance for our Order to gain a foothold within Stormfang.  Fickle artists and domineering craftsmen scamper over every  Ringwood tree that is floated down the Silbar River, each trying to claim the choicest section for themselves.  Luckily the craftsmen are looking for the straightest trunks, while the artists are looking for the largest knots and swirls.  For if both artists and craftsmen sought the same pieces, there would be bloodshed for certain. Even so, the competition between artists is particularly fierce, and an offer made to remove a hated competitor, might be the beginning of their recruitment to the Lady of Seven Secrets.

Talakos

 
Just over a league west of Stormfang lies the Silber River, and on its banks is the Ringwood Mill.  This mill was built over 15 years ago by Gaerwenon Twindlehart, a gnome craftsman and artist who continues to run the mill to this day. It is staffed by humans, gnomes and dwarves and is in operation close to 10 months of the year.

The Ringwood trees are renowned worldwide for their beauty, strength and the ease with which they can be enchanted. Unlike normal trees, that have concentric rings the grow from the heart of the tree to indicate age, a Ringwood, depending on its age, can have anywhere from 3 to 10 hearts.  Each of these Heart-Rings, or "pillars" as the craftsmen call them, is incredibly dense and strong, which make them perfect for crafting keels and planks for ships.  

In the older and larger Ringwood trees, these Heart-Rings will often times come together in a massive knot.  These knots cannot be used for shipbuilding, but when that knot is carved and polished by the hands of a talented artist, the most wonderful figurines and sculptures can be made.  Stains are then added to enhance the woods natural color.

The Ringwood trees only grow in certain northern regions and only in tightly packed groves.  These groves always have a mystical aura about them, and usually are protected by dryads or other sylvan folk.  The Ringwood grove near Stormfang is one of the very few that do not have a guardian to protect them, at least according to Laurent Silver-Eyes, the half elven ranger who discovered the grove over 20 years ago.
Destiny is not a matter of chance,
it is a matter of choice;
it is not a thing to be waited for,
it is a thing to be achieved.

Taurren

Scroll 5

Leaders of Stormfang


Baen Greyfox may be the Lortd of Stormfang, but he lives off the fame and authority that still clings to him from his past, rather than what he has accomplished in more recent years.  I believe that his waning fame might be the opening we need to bring  him into the embrace of the Lady of Secrets.

Talakos


According to Baen Greyfox, who rarely refuses a request to tell the tale of his life, he was born into a life of privilege and wealth in a far off land.  His mother was a princess his father a king, and a witch prophesized great things would happen to all those that followed him. The truth is quite different from the fiction.

Born in the city of Belerius, in the heart of the region of city states known as the Red Pearl Cities, Baenâ,¬,,¢s parents ran a bakery and planned for their son to take over from them.  Baen however, never felt that a rolling pin and oven were the right tools for him.

Training first as a member of the city militia, he took up the life of a mercenary where he  traveled and fought across many lands.  Part of the losing side in a failed attempt to sack the port city of Sionem, he abandoned the life of a mercenary and became an outlaw preying on all who traveled through the Mystling Wood.  For 3 years he gained both wealth and fame, becoming a charismatic and almost a folk hero in the taverns of the north.

Eventually he was captured and convicted of robbery and murder.  His life appeared to be coming to an end on the edge of the executioners axe, but chose to have his fate decided by the gods.  Throughout one of the worst winter storms in Stormfang history he somehow clung to the edge of the Winged Bridge, and when the sun finally rose, the gods had spoken and Baen became the first person to survive the Judgement of the Bridge.

It also heralded a new age for the city, as the previous Lord, appointed by the Veldenburgh Confederacy and who had sentenced Baen to death, passed away as he was battling for his life on the bridge.  The citizens of Stormfang viewed Baenâ,¬,,¢s survival as a divine blessing, and quickly acclaimed him as their new leader.

Until that time, Stormfang had been little more than a distant and inhospitable mining city  to most of the civilized world. But with Baen as its leader, Stormfang began to grow, attracting more merchants, the Ringwood artists, and becoming the northern trading center that it is today.

Over 20 years since that fateful night when he withstood the unbridled fury of a winter storm, Baen Greyfox has become both the heart and mind of Stormfang.
Destiny is not a matter of chance,
it is a matter of choice;
it is not a thing to be waited for,
it is a thing to be achieved.

Taurren

Destiny is not a matter of chance,
it is a matter of choice;
it is not a thing to be waited for,
it is a thing to be achieved.

Taurren

Kavashar is the name of my homebrew campaign, which I have been working on (and off) for the past number of years.  The city of Stormfang was initially written as a submission to a publisher looking for a writer to help create their setting.  I wasn't selected (no surprise) but I did like the city enough that I re-worked my setting and made it one of the key locations in all the lands.

Critiques, suggestions and idea's are always welcome.  I might not use them, but I love to hear them.
Destiny is not a matter of chance,
it is a matter of choice;
it is not a thing to be waited for,
it is a thing to be achieved.