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Celtricia, World of Factions, V2.0-Old Astrikon Lair

Started by LordVreeg, January 11, 2008, 05:08:30 PM

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LordVreeg

Celtricia, World of Factions
V 2.0 for CBG
Setting thread--do not post here. Post here
There is a seperate thread for the Celtrician/Guildschool Setting Info.
Celtricia, World of Factions PBwiki
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Adventure-
The Rescue of Henriessa Rissa


I'm working on a beginning adventure set in an abandoned hermitage.  I figure I'll post some stuff on it.  Feel free to go to the posting thread if you have any questions or input.  This is sort of a setting near a setting.  Igtiche is both a trading village and the center of the farming communities to the east of Igbar, but as it is only a day's horseride away from Igbar, it is very connected to it.  I will post some data about the lead in, and in the hermitage itself.
~Big Picture~
The basic premise is not a new one, though it is twisted to fit the Celtrician mire of guilds and relationships.  
One of the major humanoid tribes near Igbar, centered in the southerN eaves of the Huge Astrickon Forest, has been taking advantage of the wars to the South.  They have been in existence there for generations, and have taken to looting and inhabiting some of the old Atrickon ruins from the old Astrickon Traders.  
~Small Picture~
The closest real permananent Zyjmanese outpost is in an old cave, that was used  centuries before as a refuge by one of the Astrikon leaders when they were contemplating creating the Herb Lands.  The Leader, Koplaow, is back in meetings with other leaders, and his Leutenant, an Orc named Biolw, is in charge.  His people took a hostage in their last raid, and then she let on that she was an heir to a trading family (albiet a small one).  Biolw is thinking of ransoming her, or maybe not...


Historical notes
The Astrikon Traders were a group of Vernidalian and Madrakian priests (both Nature Gods) who left Onacon right after the Theocracy of Nebler was formed, partially as a protest.  This happened 45 years after the founding, and the current year is 895 in the Reckoning of Nebler (850 years later)  They settle Hen Iteron on lake Oizi that year, as a place of worship.  Some 400 followers and the Druid-priests.  But Hen Iteron rapidly became a trading post, with the Orbian Exiles beginning to follow the Oizi river leading them to Hen Iteron, as well as the Klaxik (dwarves) of Nebler's Shield Mountain, all meeting there as a trading post.
We don't need to get into the tragic history of the Astrikons too heavily.  They quickly dominated these areas, the Tiche PLains up to the Greenheart forest  The wealthy Druid-merchants used their quickly won power and influence to build contemplative outposts.  The Bonyard of Igbar is actually the remains of as sunken garden of an ancient Astrikon merchant prince.  They fell just as quickly, in their Hubris, trying to create the nature paradise, and instead leaving themeselves open to the entropic diabolosts of the Eighth House.  Their wonder was created, but all the Nature priests died, and the Entropic outsides have been the secret rules of the Herb Lands since it was mis-created in 188 R.O.N.
[spoiler=The Herb Lands]
The Herb Lands of Old Asrikon is one of my oldest adventuring areas.  It has been used as a plot device for over 2 decades of game time.  
Basically, the Druids of old Astrikon tried to create nature's paradise, a small place where almost every climate and clime would exist in very close proximity, magically supported.  However, Entropic Outside (read that as Demons) influence corrupted the ritual at a critical time, killing all but one of the Druids, and destroying Hen Iteron in the backlash.
They got all their envirmonts and magic: but the lake in the center that is a conduit to the House of Earth fights constantly with a similar conduit to the Eight House, the House of Entropy, and while everything you can imagine grows and lives in the Herb Lands, most of it is twisted by a hatred for all that enter. [/spoiler]

Kerumbal was a Priest of the Earthen Visage (Madrak), and he created his retreat in the back of a cave complex under an old waterfall.  He and his servants carved out a lot of the depths of the complex, and he and his household moved in their around 140 R.O.N.  Like many of his Powerful brethren, he was responsible for much of the design of the ritual of the Herb Lands, and he and his family rtreated from the Trading life to contemplate this.
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 The Capture of Rissa

This is a beginning Guildschool adventure for 4-6 protagonists, averaging under 7000 exp.  In the case of a group slightly more powerful, add half again to any creature grouping that shows up in multiples.  A caster with some Earth magic will be able to use some of the stuff they find, as the Astrikons were all powerful Earth magi.

The adventure is set near the storied city of Igbar, Trabler's Eye.  Trabler is the closest real city to the southern battle line between the Stenronian alliance and the Blue/White Confederacy, so the population is bolstered by endless groups of soldiers.  And more recently, the caravan route to the north has been having trouble, giving rise to knowledge of the Firehazer tribe inhabiting the Wibble hills to the north.  The Church of the Green Mother has closed traffic to the Herb Lands, despite the protests of other churches and businesses.   And there have been extremely well publicized murders in and around the Steel Libram, which have continued despite a very active investigation.

So it is no surprise that the Council of the Unicorn in Igbar has had little time for the kidnapping of the heir to the Rissa family.  The Rissa are important members of the Cowel Trading Company, a somewhat minor trading group that specializes in Herbs and medicines.  They are allied with the Winfire Trading consortium.  Recently, the daughter of the head of the Rissa family was on a Vernidalian (the Green Mother) sanctioned mission to the Herb Lands, which never reached the camp outside of the outpost town of Igtiche.

The Vernidalians have not made much of this, but the klaxik Frigid Song Skald Tequ Manus has heard of it in his searching out information.
(There is a connection here.  The Vernidalians have been in contact with both Koplow and the Zhymanese in the Temple of Orcus the Enslaver and in contact with the Firehazers.  The Vernidalians gain by closing off access to what they consider their rightful Herb Lands (as they feel they are the only heirs to the Astrikons.  So Cheriol of the Vernidalians is playing a deep and dangerous game.  They care little for Igbar, however, and much more for the Herb Lands)

What has happened is that an orcan outpost of the Temple of Orcus the Enslaver (the one hidden in the Astrikon Forest, formerly the Greenheart forest) has gotten a little ahead of itself.  The outpost is in the carved out underground remails of an Astrikon Druid, one Kerumbal (yes, the one we spoke about in the beginning).
Koplow, the orcan Hierophant in charge, is at the mother temple, in the forest.  Bilow has been left in charge, and while out watching the Astrikon Road, he saw the small group of the Cowel Traders going toward the outpost, and could not resist attacking it.  Really, he was just having some fun, he didn't expect half of them to bolt, leaving his kobolds and a gnoll an easy time of it.  How could they resist?

So now, Henriessee Rissa is his prisoner.  Bilow is still trying to figure what he is going to do with her.


 
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

This is the basic area from Igbar, the major city of just over 40000 inhabitants, to Igtiche, the farming village and stopover to the Herb lands, to the Earthwood, and to the the camp and Koplow's outpost, the old hermitage of Kerumbal.

What should happen is the PC's should go into Igtiche, and find that the town is in an uproar about the raid to the west of the city.  They are currently holding 2 guards from ther caravan in the jail below the Hall of the Unicorn.  The Rissa family is making sure they stay held, despite the protestations of the guards about Bond of Wardens they signed to the Teque Guild of Travels.  While both of the guards swear that it was 10 orcs and a couple dozen kobolds, one is belligerent while one is abashed.
They can tell the players exactly where they were ambushed, and the tracks lead north to the cabin outpoast to the south-east of the Earthwood.  This should not be made too tough.  The Kobolds and orcs were not too careful, asnd the players hould have little problem discovering the cabin, and following the tracks up to the old hermitage.

Obviously, the players can Maunder around the town of Igtiche, make friends, etc.  There is a lot going on there.
Each small hex is 1.22 miles













To get a larger perspective, this might help.  Each small hex here is 16 miles rfom side to side.




VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The Camp
There is a southern outpost of the Zyjmanese tribe, a cabin in the southern edge of the Earthwood.  They use it as a staging area, though currently it is only inhabited by a few scouts.
 
The Camp on the edge of the Earthwood is guarded by an orc, Joey Maroon, and 2 yammering kobolds that Joey despises.  Bilow has sent Joey here to keep a body here, but Joey is something of a misfit anyway.  Joey will have a fire going, and the smoke is easy to see.  He and the boys will be inside, and can be surprised easily (+15%).   The Kobolds each have a small hunting knife (we10, wo.5), and their ring Armor has a red B emblazoned on it, as does Joey's.  The Kobolds have 18 copper strips on them in pouches, and joey has 160 copper strips and 44 silver children.
This camp can be seen on the map at the south east tip of the earthwood.  It is a small log building, built in the wood, about 30' from the edge of the wood.  It is not well hidden (+10 % detrect hidden, so it will induce a passive spot check). PLease note that there is a trail that leads right from the camp up to Koplow's/Kerumbal's (track+15%).  So once Joey has been sent to Orcus, it will be easy to finsd where to go from there.
The inside is one room, with 6 chairs and sleeping furs.  There is a firehole in the middle of the conical roof.

Type   Kobold-   Kobold-   Orc
rank   1-   1-   1-
Name   Termil-   Kernos-   Joey Maroon
HP   3-   3-   6
amrmor type   Ring Leather-   Ring Leather-   ScaleMail/silk
AV   25-   25-   39
Pro   17-   17.5-   26
Move   4-   4-   6
att type   short sabre-   hand Sickle-   Scimitar
Speed f   3.00-   4-   5
multi%   3.00-   3.00-   6.00
bmod   10.00-   10.00-   15.00
SRW/F/R   55/55/60-   55/55/60-   60/60/60
dam   11+1d8/d8-   12+2d6/d8   10+3-d4/d6+1
spec dam         
spec attack         
specialabili         
exp   14.22-   15.645-   34.44
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Igtiche
[/size]

Igtiche is an inland town in the heart of the country of Trabler.  About two and a half centuries before, the farms on the Tiche Plains started multiplying.  As they did, the demonically-cursed druidland of Old Astrikon was discovered, perilous, but full of the herbs and livestock of almost every clime.  As a path was created from Igbar to this Herb paradise, Igtiche formed on this path.  The center of the farms and the last settlement before the Herb lands.  Igtiche is mainly thought of today in Igbar as the breadbasket of Trabler, and especially Igbar. Igbar is the capital of Trabler, some forty miles to the south and west.  There are a few older, stone ruins they incorporated, remnants of old Astrickon buildings.
There are almost 700 souls who live in the town or in the very close farmlands.

Igtiche's governmental head is the Horn Minister.  Paduic Hester  holds that position.  He is a trader secundus from the pen-wiggle Clan, who mainly just move money around.  He is a worshipper of the Platform of Trade, the church of Ogleic.  

There are many groups that vie for power in the farming village of Igtiche.   Some of these groups are interconnected in many ways.  Money has it's own type of power.  Currently, there are almost forty defenders of the Lands from the Church of the Green Mother (Vernidale) stopping any traffic north out of Igtiche to the Herb lands.  This is causing a huge amount of strife.

The Eye guild of thieves has almost complete dominance in this town.  There is not too much out here to steal, so it is more about smuggling and the inevitable illegal trips into the herb lands. .  The Holders of the Straight Way ply their trade in Igtiche as well.

There is an office from the Alternative School of Magic here.  The two ladies who staff it have rented a table out at the Traveler's Tea house.  Bella Voun is a ravishing human, with a touch of Wastrian mystery to her features, and she is barely five feet tall.  She is almost a quarter-century old, though she looks younger.  She is quiet and mysterious.  Her elder partner, Jenna Xotieye is a voluptuous redhead from the Grey March, and she has that rollicking sense of fun to her.  Everyone in town likes them, and they teach almost a dozen teens.

There are a small amount of martial schools and knighthoods represented in Igtiche. The scarlet Pilums, the former mercenary band and now the official guards of Igbar, have a barracks here here.  They have some fifty odd troops here, a little to keep watch, but more to patrol for the roving groups of the Zyjamanese that roam from the north.  There is a farmhouse to the north of the town proper where the Vernidalian Defenders make there home  
 1-Gnomic male with some social and trading skills.
  2-BellaVoun, common human, 16IN, 16 CH, 16 AP, L5 Spirit, L3 Air, L2 Art, L5 Water, L2 Chaos.  Jenna Xotieye, 14IN, 17WI, 16CH, 15 AP, 5'11' tall, l6 Spirit, L2 Air, L2 Law, L3 Life, L1 restorative, L2 Animist.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The Zyjmanese Tribes.

There has already been a few mentionings of this group in the thread.  
In Celtricia, tribal groups rarely are comprised of just one race.  While they may be united in their disdain for the soft life of the 'civilized' races, in actuality some of the Tribal groups are very sophisticated, with storied histories.
[spoiler=Racism in Celtricia]
In the current philisophical mindset of Celtricia, the ability to integrate into a multi-racial culture is seen as one of the determinents of a cultured person. Though for millenia relationships between the races were the norm, there had been a good amount of racism and discrimination practised, even among allies. For the enemies of the various city-states and countries, it was often outright ugly.
But a little less than 2 centuries ago, perhaps borne out by the bold, equalizing independence the Guilds were giving the air, the Bright lands plutocrats in Hobyt Inn started trading heavily with the Blacknote Ocash Tribe a few days north of that city. It is also helpful to note that in Hobyt Inn, Hobyts, Humans, and Omwo~ have had anti discrimination laws for centuries. Though there was great debate, a philospohical movement began that was predicated on the idea that one of the primary determinants of a civilized society is the ability to become integrated in a multiracial society.
So the Bright Lands were the first to open up citizenship to the Orcash and Gartier. Technically it includes Ograk, Goblin and Gnolls as well, though this is incredibly rare. However, in a world where Hobyts and Orcash are the most populous races, almost 10% of the orcash of the world, and almost 25% of the orcash in the Northern Celtricial 'cradle' area, are 'civilized' and integrated.
In the time since then, most of the Northern (cradle) countries have been fired by this theory, and have adopted it, and it has spread to the Lands of Om in the Far South and most of the west, as well. The Ambrellian and Argussian Empires are also combatting the idea as well.
So though race has a lot to do with cultural identity, it is considered gauche to put race above God, Guild, or Country.
[/spoiler]

Normally, Gartier (Bugbears)  are the brains of these groups, as they are far more intelligent, at least on the average, than other tribal humanoids.  They don't always lead, as they are sarcastic as hell and can't keep their mouth shut when a snide comment comes to mind.  For Thousands of years, Orcash and gartier were tribal only, hating the civilized cultures spinging up around them.  Today, since the Orcash and Gartier have started being accepted into the 'civilized' world, things are more complicated. [spoiler=Gartier]The Gartier question is a very complicated one. Of all the Ogrillite families, the Gartier are the most difficult to grasp and the most tortured. When created in the beginning of the Age of Heroes by Anthraxus, they were bred to lead. For thousands of years, almost every humanoid tribal band has been either led by a bugbear or bugbears, or they were the brains behind it. When asked about their near worship of irony and sarcasm, they often reply with a variation of, "You spend hundreds of generations trying to tell every bloody goblin and gnoll which hand is for eating and which is for ass-wiping, and unsuccesfully mind you, you'd be a little jaded too". Strong, smart, and hardy, they were the perfect captains and generals for the other ogrillites...except they were too smart, and too clever, and for generations they looked in at the civilized world, and hated it for not being able to be part of it. Every gaertier for thousands of years has, internally and mainly subconsiously, despised themselves for being a barbarian and being outside civilization. The gartier hatred of culture and civilization was not the orcash or ograk mindless hatred whipped by priests and zealots, it was the deeper mirror of hating what they could not have but knew they were worthy of.

So, to understand the civilized gartier, on the surface all self-reliant and sarcastic, you have to take what was has been passed on from parent to child for years about how soft and unworthy the civilization of towns and cities is and what they have perached to their near-idiot followers, and add that to a near 75 years, just over one lifetime, of being allowed to partake in this civilization, and stir in the very-prevalent racism and prejudice of beings generally weaker and stupider than yourselves. Then add in all the tribal gartiers sneering at you for 'going soft' and 'being a hobyt-lover'...now maybe you can understand a tiny bit of the Gartier mentality. On a good day, they hate the rest of the world more than they hate themselves.

To circle back to the question about their mercenary appearance, I think it is that very solitary nature you are seeing. Julian, The Horn-minister in Waiting in Igbar, has actually taken it under advisement secretly to create a situation that would speed the acceptance of the gartier, due to the possible benefit and also the posible backlash.[/spoiler]



However, back in 163 R.O.N., up in the north-east corner of the Grey March, an Orc named Zyjman (rhymes with Simon) took control of the Bone-ditty humanoids, a truly barbarous crew that rarely got out of their own way, and was more a threat to themselves than any Marcher villages.  Zyjman quickly found a young gartier named Chiller to help him knock heads and plan.
There are some good stories that go with this, but by early 166 R.O.N., Zyjman and Chiller had grabbed a few more loser tribes and welded them into something dangerous.  
The real brilliance came when Chiller and Zyjman realized that the Red Pass, a thin strip of mountainous land that connected the North-East of the Grey March with Albinia, the Theocracy of the Gorntar and Shallball, could be controlled by a determined group of defenders.
So Zyjman took the Red Pass that year. A group of Humanoids took a well-defended pass, which normally does not happen.  Better than theat, they held it.  And held it.  They started to build onto the old Marcher forts, and began to develop something of a civilization there.

You can imagine that other tribal entities started connecting with the Zyjmanese and emulating them.  By the third century of the Common Age (the other name of the Reckoning of Nebler), there were thousands of Orcs, Ogrillons,  Ogres, Gartier, Kobolds, and a few lesser giants living in the Zyjmanese strongholds in the Red Pass.
There were 3 major 'reprisal' crusades against them, but they ahve yet to be dislodged.  
And Zyjman's children and ancestors would take his name, if they were coming into power.  Zyjman VI led a migration into the Oizi vale, where the top of the Tarn Bay meets the borders of The Bright Lands and Orbi.
In 685, A small band of Orcash Warriors, led by Zyman XII, moved into the Astrikon Forest.  He and Krellow Had Zyjman, a Gartier priest of The Swift Passage (Orcus) set up shop in an old Astrikon Temple of the Balance (Amerer, Madrak, Pablar, and Ceminiar).  They cleaned house, made it defensible, and began the tribal job of making themselves into a bunch of Terrors for the locals.
With the war to the south still going on (in it's sixth year), and with the eastern border of Trabler now being held by Argus as well, the Scarlet Pilums militias have been thinned dramatically, and predictably, the Zyjmanese and other humanoid tribes have had a good time of it.  Igtiche's outlying farms are more heavily defended, and Igtiche's religeous knighthoods are welcome by the trading families and the farmer, no matter what stripe they are from.
Zyjman's tribe has actually are loosely allied with the Bone Tribe that actually lives in the Herb Lands, and with the Firehazer tribes of the Wibble Hills.  Zyjman XIV is leading them know, but there is a crossbreed Orcash/Hobyt Alchemist renegade of the Collegium Arcana and the formidable priesthood of the Swift Passage (Orcus) at the Mother temple in the woods.  SLightly to the South of the forest, and North of the Earthwood is the old plateau-town of Kerusad, a old trading fort of the Astrickon Traders, now an armed camp of the Zyjmanese.  And Koplow, an Orc Chief (Zyjman XIV's third son) has taken control of Kerumbal's old hermitage, where he and his forces keep an eye on Igtiche, and raid occasional caravans.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

More on Igtiche
As was mentioned earlier, Igtiche was built on the remains of an old Astrickon outpost, which was originally settled in 165 R.O.N., and overrun (by Entropic-Outsider possessed) humanoids when the creation of the Herb lands went bad in around 188 R.O.N.
Igtiche has only 2 real roads that intersect in the middle of town, though there are some dirt extensions here and there off to individual farms.  There are some 30 buildings in the middle section, and another 30 on the roads leading in and away from the center.  Running fomr Igbar in the South-west up to the Herb Lands in the North-west is the Herb Highway, and crossing it in the center of town is Teller's way, which goes to Teller's rock to the North-west of town, a fortified hill, and to the Pemunte Druidwood to the South-east.

Center of Igtiche
There is a fortified center of Igtiche, with a wooden stockade around it.  Inside that 15' wall are 5 main buildings and 2 smaller ones. There is a 4' wide walkway around the whole wall, and those walls are 115' deep and 70' long.  The main gates are actually made of a pink stone, and stand 25' high.  they face south, and they have a stone raven carved on the top of them, and there are carved symbols under the raven.  The alphabet is of Orbi, and the words are in Harnic (the language of old Orbi), and they say, 'This is the South Gate of the Astrikons'.  The smaller ones are the latrine and the woodshed.
The barracks is low and long, across the rear wall.  It stands 12' high, and is the same height as the walkway.  Since it is larger, 2 ballista are mounted on it.  Normally 10-20 Scarlet Pilums can be found here off duty during the day, 40-50 at night.
There is a large messhall, also made of wood, with the kitchen in the back.
There is a stone armory in front of the barracks.  Careful eyes will notate the original foundation is the same pink stone as the gate and the Unicorn Hall, though the rest of the high, single story armory is of black and grey shale.
The Main hall of the Unicorn is 3 stories tall, with a small fourth floor over the back.  The foundation and ground floor are made of the pink stone that the gate is built on, and there are the reamiands of bas' relief trees carved into the corners of this building, though less than hald the trees still remain.  The second and higher stories are made of grey granite blocks and cement.  The room is black slate shingles.
The bottom hall is long and high, with stone pillars running down the center that are carved as trees, with slylized branches on the top.  The ceiling itself is kind of rough.  There are benches all the ay back, but the front two rows are high quality, and thereis a table with 4 chairs in the front dias.  Here is where the upper house of the Unicorn for Igtiche holds court every Lawsak.
The second floor is living quarters for the Horn Minister, and the third level is sleeping quarters.

Horn Minister Paduic Hester is a Gnome with grey in his beard and a ringing tone to his voice.  He has basic social L8 (29%), (Organize (L3-44%, Friendship L2-39%) Basic Leadership L6 (21%), Public Speaking L5-25%, Basic Merchant L8 29% (Haggle L3-44%), and Basic Law L4-16%.  His Social CC is 61%, and almost everyone likes him when they meet him, as hse seems calm and in control.
[spoiler=Paduic]Paduic is a Trader Secundus of the en-Wiggle Trading Clan, the money-holders of the Vissippee Trading guild.  Paduic has also been ensared by the Eye of the Serpent, a Vernidalian emreld that exerts a subtle control over him.  Instead of making him under their sway, it makes him very pliant to the demands coming from any who are priests of Vernidale, but only in her guise of the Serpent Queen.  None in town even suspect the Church of the Green Mother has a sect like this.  However, no one has cast any detection of influence style spells on him...yet.  His behavior is still pretty normal.
Vinis, the young Local Green Mother, hates Halliana Oster, the Mistress of the Scales of the PLatform of Trade, and is trying to use this hold to minimize the local PLatfor of Trade (Ogleic)[/spoiler]
In actuality, he is owned body and Soul By Grand Green Mother Cheriol of the Igbar Church of the Green Mother (Vernidale).  Green Mother Vinis Hadel (1/2 hobyt/human female) of the local church is on the Upper House of the Unicorn, and she almost rules the town, which is the real reason the Defenders of the Land (Vernidale) are still able to hold their position north of town, blocking the Herb lands.  He still goes to the little Platform of Trade  (Ogleic) on Scaliak, but on Fastak he is often in the Church of the Green Mother.

The Largest church is Igtiche is the Church of the Green Mother (Vernidale), and it is not a surprise that there is a small shrine for Amrist (God of the Autumn Harvest) in the main Temple area.  The foundation of this building is pink stone and dates back to the original Astrikon inhabitants, and everyone assumes that the building used to house something else.  In actuality, this building was a temple to The Great Snake Mother (Vernidale) in the old Astrickon days, and Green Mother Vinis Hadel and the upper priests still worship Vernidale in both her incarnation of the Green Mother and in her aspect of the Serpent Queen.  (This is also the secret of the larger Igbarian church of the Green Mother).
About a third of the town will come through this building during some time on Fastak.

The Church of the Lawful Triumverate is a large wooden hall, almost directly across the Teller's Way from the stockade, right near the crossroads in the center of town.  Klaxik Ham irt Irig is the Patriarch, a dour, older black Klaxik. [spoiler=klaxik] Klaxiks are one of the Stunatu, the working folk created in the depths of time.  Think of them as dwarves. [/spoiler]

To the south and east of the Town Center is the small Church of the Straight Way (Belial the True and Clear).  There is also a shrine to Mephistopholes in his incarnation of the Protector of Captains in the back of the temple, which gains a lot of instant converts when there is a conflict looming.   Holder Van Doren is a black haired Omwo~ who wears black silk robes over his blacksteel chainmail.  [spoiler=Omwo~] The Omwo~ were the first servants of the celestial Planars.  Think elf-like.  races[/spoiler] Very tall (6'5"), he carries a silvery sabre studded with rubies.  The Outside of the Church has the Westic word for 'Truth' carved over a picture of an upside down setting sun.

On a small rise, about 100 yards north and east on the Herb Highway from the Center of Town is the smal shrine to Shastock, Celebraator, with an Icon of Woerter, the Hosting God.  In the small back room lives the Gartier (Bugbear) Celebrant Homen Tak Goerter, a 6'10" soft spoke, quiet priest.  He can weild a Bhuj, still, though he is nearing sixty, but he is actually very peaceful.  He oversees many celebartions and events, and is welcome almost everywhere.  The sarcastic gartier nature is still there, but in a much more playful fashion.  His social CC is 71%, so disliking him is nearly impossible.

In the back of the main stockade area is a small, low, wooden hall, the PLatform of Trade.  Here, on Scaliak, most of the merchants and those who wish for fairness make their obeisances.  Asso, the temple changes money and acts as an agent for the Bank of Stenron.
Master of The Balance is the Human female Halliana Oster, a daughter of the Teque Guild of Travels.  She is the high priestess, a stern, strong lady of thirty, still voluptuous and beautiful, but lately harried by all the politics.  She is looking for allies against the Church of the Green Mother, but will not admit it to anyone yet.  


 
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Still More Igtiche
Trading/Merchant Guilds
Though all of the Major Trading Guilds have some hold, these are the guilds that really are part of everyday business here.

The Sceding Tree has a small hall in the Center of town, and warehouse space behind it.  Since they have cornered most of the Grain market lately, almost all the farmers are part of the local Sceding Tree Trading Guild.  Trader Tercious Ven Ogilvie (Human, pockmarked, also a minor priest of The Platform of Trade) is a nice, serious guy who runsa tight shop, and he lets three knights of the Armor of Trade let rooms above the guildhall.  [spoiler=the Armor of Trade] the upstairs knights despise the Defenders of the Land keeping the north Herb Highway blocked, and could easliy be convinced to help any PC's if that angle was taken.[/spoiler]  The Sceding Tree also deals heavily in antiques.

The Vissippee Trading Guild has a small hall right next to the Sceding Tree Guildhall, with whom they are on pretty friendly terms.  The specialize in arms and armor, as well as any who work with metal, and jewlers.  They have little here, but do trade in it.  They do teach here, and will assess items for a very fair price.

Near the entry of the town proper on the Herb Highway, there is a obvious guildhall with a stylized flame on the front of it.  This is the Winfire Trading Consortium house, and where the smaller Rissa family (this Henriessa Rissa is the captured daughter in the Zyjmanese hold ) and the Cowek Family Traders.  Both of these groups trade in Herbs and medicines, and the Winfires also ship almost everything to their connections down south and up to Hobyt Inn, in the Bright Lands.


The Teque Guild of Travelers does not have a guildhall, but all three Inns pay them and are allied to and allied together through them.  Hsieh;s (pronounced 'Shays'0  horse traders, run by a House Wastri Omnian Human also has the horseshoe and wagonwheel sigil of the Teque guild on his sign.

To the southern edge of town is a large white house in a low brick wall.  This is the local house of the Rissa trading family, the same family that Henriessa Rissa is from.  The house is a nice 2 story house made of dark wood, with diamond cut windows.  This house is the home of the older daowager aunt of Henriessa, Belugia Rissa.  Her butler Krams (a elderly, crabby Klaxik) runs the househould, but she is still sharp.  Her Brother, Henri Rissa, runs the family from Igbar.  Her other Brother, Crimini Rissa, holds the northern part of the family business in Recum, the northern port on the Tarn Bay.
Belugia is actually very setimental, and will help the group (+15% social CC if they announce early that they are from Henri) in any way she can.  

Some Businesses
On the north side of the Herb Highway, just as it reaches the crossroads, is Zom's Refuge, a White painted Inn with the a giant Westic Z on a sign by the road, and under that the Wagonwheel and horsehoe sigil of the Teque Guild of Travelers.  It is a large , 2 story inn, with a high-beamed common room with fireplaces on both sides.  There is a long bar on the backside of the room [spoiler=drinks]  booze[/spoiler], with 3 huge barells of Crankshaft pilsner, White Arrow (half mead, half red ale), and Gastax XX.
Haber Ash runs the Place, a male brotherhood gnome, a staunch member of the Teque guild of travelers and the Church of the Green Mother (Vernidale).  He's a Staunch Traberlian, very prejudiced against 'freaks of size'.  He's very much a 'Castelot', the political belief that Trabler has borne too much of the brunt of the War with Argus, and he can turn almost any conversation that way.  He'll never blame the Bright Lands or the other countries that are behind Trabler, but it's obvious he's thinks they should be helping more.
Rooms are normally 1 goodwife for a night in a room with 2 beds, or 2 silver children to be put into a room with 2 to a bed.  There are some smaller folk rooms in a wing off the main hosue as well.

More coming

 
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Outside of the cave...



Each square is 2.5'

The chambers they inhabit is an old outpost of the Astrikon Traders.  This was a fastness built by Kerumbal, a Druid of Madrak.  They were there long before the Argussians and the Zyjmanese came to the area.  There are few marks of Kerumbal and his ilk, but still a few old signs.
Koplow found it some 4 years before, totally by luck.  He looted a few things, and made what was left his own.


c-1   This area has a small amount of black rubble in front of it.  Careful inspection will see this to be FidikMarpple, a dark Grey Stone.
The stone is used in many old buildings in the Igbar area (+20%), and was favored by the Astrikon Traders (+0%). Careful searching the rock face around the entrance will show that there was once carving behind the dirt, etc, but it was all chopped apart decades or more ago.
Behind this can easily be seen a worn track of years of careless travel.
There  are also many orcish, gnoll, and Kobold tracks here.
PLease note that there are lit torches and a lamp in the caves, and that some of them are visible fro the entrance, especially the lamp at 5-c.

c-1a   2 Kobolds with Ring Leather stand guard here.  
This area is a guard area, but no one has ever come up here, so they are +20% to be surprised.     The ring leather has a garish red B emblazoned on the shoulder. The first has a leather belt, and beltpouch with 50 copper strips, and 19 silver children.  The second has a similar pouch, with 265 copper strips and 11 silver children.
[spoiler=Guards]
Type   Kobold   Kobold   
rank   1   1   
Name   Gerrii   Kernos   
HP   3   3   
amrmor type   Ring Leather   Ring Leather   
AV   25   25   
Pro   17   17.5   
Move   5   5   
att type   2 serihudju   hand Sickle   
Speed f   3.00   4   
multi%   3.00   3.00   
bmod   10.00   10.00   
SRW/F/R   55/55/60   55/55/60   
dam   11+1d8/d6   12+2d6/d8   
spec dam         
spec attack         
specialabili         
exp   14.22   15.645   0
max dam   19   24   
lesser spec         
greater sp         
[/spoiler]

c-1b   A white marble/Fidikmarpple stone ruin.  It is easy to see there was once a small stone building here, but there is ivy and plants all over it now.  There are 2 columns with ivy carved on them that can be picked out.

C-2  The Weirdness commences'¦
As the players enter the cavern, they will note that it is mainly granite, but there is quite a bit of loose dirt on the floors.  There is a slight smell of rotting eggs inside, as well. The ceiling is uneven, but is normally 15-20' high.
Sounds of dripping water will be heard, as well as faint sounds of raucous voices echoing around the caverns.  There is torchlight coming from the right, faintly showing the way.  Far to the north, and a little to the west, another torch can be seen.  It is 45 feet away, and the light from a normal torch is only 30' circle diameter.

C-2a Barrels
This area has been used for some water storage.  There are 6 large (12 gallon) barrels her, made decently.  No mark is on them.  They have a center top bung, and are filled with water.

C-2b A strange mix.
Here are a few layered events.  There are 4 rotting Common spears here, as well as an adze and a mitre.  The adze and mitre need cleaning, but can be saved and sold.
Lying on top of them is a skeleton of a kobold, with his ring mail mainly eaten through.  He has no weapon and his beltpouch is empty.  

C-2c Tracks
There are a few track here, mainly orcan (+10% to find and id).  Shadows bounce around here a bit, so the little rat tracks are harder to see, -5%,+25exp.

C-3 The stench'¦
This area has a huge stench to it.  There are bits of trash, leather, damaged metal, etc strewn about here.  There are some tracks outside, and signs that heavy things have been carried here.

C-3a The trashpile
Here is a giant trashpile, with the largest part on the south wall.  It is 4' high there, and slopes out 8'.  
There are at least 5 bodies that can be seen here.   Two klaxik, one human (all rotting corpse, someone chewed on), a giant rat corpse to the west of the pile, recently dead, and a skeletal arm of an orc can be seen coming out of the bottom of the pile.  The rest of the pile is carcasses and bones of animals, scraps of cloth, leather, a huge glove (not giant sized, but pretty big), some leggings, and lots of rotting meat.  
Anyone who gets close to the pile will be attacked by 3 giant centipedes, which have a +20% surprise chance.  The centipedes are yellow and pink, and are 2' long, and look very well fed.
No matter how hard the players try, there is nothing of value here.
[spoiler=centipedes]
Type   centipede   centiped   centiped
rank   1   1   1
Name           
HP   2   2   2
amrmor type   hide   hide   hide
AV   25   25   25
Pro   10   10   10
Move   6   6   6
att type   bite   bite   bite
Speed f   4.00   4   4
multi%   0.00   0.00   0.00
bmod   10.00   10.00   10.00
SRW/F/R   20/60/40   20/60/40   20/60/40
dam   8+1d10/d8   8+1d10/d8   8+1d10/d8
spec dam         
spec attack   light pois, fort sv+10 or +(6+d8/d4, no prot)   light pois, fort sv+10 or +(6+d8/d4, no prot)   light pois, fort sv+10 or +(6+d8/d4, no prot)
specialabili         
exp   12.18   12.18   12.18
max dam   18   18   18
lesser spec   1   1   1
greater sp         
[/spoiler]
C-4 The rats
2 giant rats have been lairing here for a few weeks, enjoying forays the food pile, though there used to be three rats, thanks to the to centipedes.  Their red eyes can be seen, so they only have a +10 surprise, despite the dark.  They attack fearlessly and if the part has been noisy, they have a +20% surprise.
There are some trinkets here.  The big rats (2' long) like the shiny stuff.  They have a bunch of leather scraps, 290 copper strips, 65 silver children, a copper bracelet with triangles carved, that says 'Rejik Times Orcus Timik, chronic is ap Orcus, ast verik weian, Dumus ab Chronic.' (Orkash for 'If we live for Orcus, the times are for Orcus, as we are, so are the times'.), we 4, wo 14, a tiny silver hand, broken off something (we 1, wo.2).
[spoiler=rats]
Type   rat   rat
rank   1   1
Name       
HP   3   3
amrmor type   hide   hide
AV   20   20
Pro   10   10
Move   6   6
att type   bite   bite
Speed f   4.00   4
multi%   0.00   0.00
bmod   10.00   10.00
SRW/F/R   25/50/60   25/50/60
dam   10+1d0/d8   10_1d10/d8
spec dam      
spec attack       
specialabili      
exp   13.38   13.38
max dam   20   20
lesser spec   0   0
greater sp      
[/spoiler]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The caverns


C-5 The lamp
This is the second light, but this one is not a torch, it is a very old and nicely made lamp, complete with pewter carvings of vines on the sides.  It is 7' up in the wall.  It is bolted into the wall, and is very large and heavy.  Under it is a small, rickity wooden ladder that is 7' high.  It would take some time to wrest it from the wall.  If taken off, it weighs 45, and is worth 60 horn.  The lamp itself id 2' high, and the resevoir will take 4 vials of oil.  The style has same trace of the omwo~ stylized format, but has some clan wastri sense of movement, as well.
The lamp is always lit, and with a full resevoir, it will go for 60 hours straight.  
More light can be seen dimly from the west.

C-5a Shavings
There are remnants of a woodcarving project up here.  Long slivers of wood are up here, some almost a foot long.  Closer inspections will see wood shavings all over the floorFurther to the north, a rotted bloody bandage can be found.

C-6 The firing zone
6 Kobolds are always on guard duty here.  This is more to keep them busy than for any perceived level of threat, but Koplow and Bilow are big on keeping the '˜lads' and '˜doggies' busy (as the leaders refer to the orcash and the Kobolds).

C-6a Tripwire
Here is a tripwire across the floor.  All the humanoids know of it and know to avoid it (though they set it off about once a hawaak by mistake, which means the kobolds are somewhat conditioned to false alarms).  
It is not hard to see in decent light.  Reflex +10%+(1/10 det trap%+1/10 detect skill).  This is set to '"10% using darksight, and '"30% for a human trying to use the native torches.
The tripwire is attached to a cow bell in the ceiling, that echoes to the C-6 area, and has a 20% chance of being heard by the 1-2 area.


C-6b The ambush
This is where 5 of the 6 kobolds will scamper to if they hear the players coming, adding +10% to their surprise chance.  The last one will go up to 6-c.

[spoiler=Kobolds]
Type   Kobold   Kobold   kobold   Kobold   Kobold   Kobold
rank   1   1   2   1   1   1
Name   laddy   feral   Samson   terrico   Hamodjhen   Ganiteeye
HP   3   2   6   3   2   3
amrmor type   Ring Leather   Ring Leather   ch leath/silk   ring leath   ring leath   ring leath
AV   25   25   27   25   25   25
Pro   17   17.5   27   17   17   17
Move   4   4   4      4   4
att type   short sabre   hand Sickle   Scimitar   epee   hand Sickle   long bow/hand axe
Speed f   3.00   4   5   3   4   4.00
multi%   3.00   3.00   6.00   3   3.00   3
bmod   10.00   10.00   15.00   10   10.00   10
SRW/F/R   55/55/60   55/55/60   56/56/61   55/55/60   55/55/60   55/55/60
dam   11+1d8/d8   12+2d6/d8   10+3d4/d6   11+1d10/d8   12+2d6/d8   11+2d8/d8 or 8+1d8/d8
spec dam                  
spec attack                  
specialabili                  missle
exp   14.22   10.19   34.86   14.82   10.14   19.47
[/spoiler]

C-6c.  The Clever archer.
This is where last Kobold will run up and hide, until the combat begins.  Then he will try to shoot any spellcasters who lag behind in the group.  In any case, he will attempt to stay in the back and pluck away.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Getting close to the inner sanctum...




C-7 Old room of entry.
This room is the end of the cavern area and the beginning of Kerumbal's old living area.  It is similarly the beginning of where the Zyjmanese really inhabit.
 A few feet in front of the entry and statues at 1-2b, a pinkish/red and gold square tiling begins.  This continues throughout the inner part of the well carved lair.

C-7a  The Carved entry.
The south wall here has been carved in the likeness of a forest, in a stylized way that is reminiscent of the ancient Omwo~ styles.  All the trees are ramrod straight, and all the leaves look perfect and the same.

C-7b  The strange tree
This is a black carving made in bas-relief on a large stalagmite that connects to the ceiling.  It is actually slabbed and fastened on with iron bolts, being made of pure FidikMarpple.  It is a carving of a tree, but this is one tree that is not stylized (in opposition to the southern carvings), and has few branches, but the branches are huge.  The tree has an a pyramidic bark when looked at closely.  The whole tree carving ids 14' high.  This is a carving of Asselwood, -10% to figure out.
In the upper branches of the Bas-relief, the relief is actually thick enough to hide a small chest, about 13' up.  It is impossible to see unless one climbs up the tree.  The chest is made of Vneersberry, and copper shod, with ravens carved on the sides, 3' long but only 6' high and deep (we 75, wo 15 horn due to quality).  It is locked (+10% to open) Inside are a Ironwood Serihud'ju spear carved with vines and a silver scrolltube, which is also carved with ravens (we 15, wo 30), and inside the scrolltube is a casting and learning scroll of '˜Sacred Grove, Lesser '˜and '˜Spear Shiver'.  
[spoiler=scroll]
Spell Name Sacred Grove, Lesser
Major Sphere Earth
Spell Source
Initiative 60
Range 8' plev
Duration special
Save none
Save effect none
Spell Success 5
Area of effect 8' radius
Counter
Spirit cost 8
Earth cost 3
Water cost 0
Fire cost 0
Air cost 0
Life cost 0
Death cost 0
Law cost 0
Chaos cost 0
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 1
Total cost 12
Description
This spell has 2 major uses.
For both of these, the spell allows an earth worshipper to create an area where the
power of the earth and the House of Earth combine. This grove is a haven for Earth
power.
In a temporary use, this spell lasts for 24 hours, and during that time, any priest skills
have a +10% chance of success, and the druidic figure that cas it has a -2 spirit and a -
2 earth spell cost within that grove. This spell bonus stacks on normalmagic items,
as well.
The longer term use of this spell creates a more permanet grove. If this spell is
cast on a grove continually, it has more effect. If this spell is cast on an area every
day for an 8 day week, on the eighth day, it will attune itself to the user. It will stay
a Sacred Grove for 60 days. From that point, if the earth mage casts this spell within
60 days, it maintains it's status for another 60 days.
After a year, the status of this grove improves. All crops planted within 1 mile per
level of the caster are 10% more resistant to disease and produce 10% more crop.
Note that the caster must still cast this spell every 60 days, or a more permanaent
variation must be cast.

Spell Name Spear Shiver
Major Sphere Earth
Spell Source
Initiative 3
Range 1 weap
Duration 1 hr/plev
Save fort-10%
Save effect neg
Spell Success 11
Area of effect 1 weap
Counter
Spirit cost 8
Earth cost 5
Water cost 0
Fire cost 0
Air cost 1
Life cost 0
Death cost 0
Law cost 0
Chaos cost 2
Restorative cost 0
Necromantic cost 0
Mentalist cost 0
Artificer cost 0
Animist cost 0
Total cost 16
Description
This spell places a charge of Earth power into a thrown weapon. It enhances the
mass of the weapon tremndously as it is about to hit the target. If the spell is
succesful, it has a 25% chance of destroying the weapon. But it adds 12-22/d4 more
damage to the weapon's damage before counting against armor.
[/spoiler]
[spoiler=Serihud'ju]
Name=serihud'ju
Type=Spear
we=40.00
length=32"
range in yards=20
Speed, missle= 3
speed, melee= 3
speed, readied= 2
protection=0
threat range= 0
Strength, 1 hand=6
strength, 2 hand=4.3
Strength modifier= 0.75
Coordination, 1 hand= 8
coordination, 2 hand= 6
Coordination mod=0.5
divifing die= 6
damage=1d8+12
cost in gold=185.00

the slight extra damage comes from the masterwork quality of this small spear, and so does the extra cost.  It is very well carved, and the head is made of Omnian Steel.[/spoiler]
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg





Kerumbel's Making/Koplow's hold.

The floors of this first level are all done in a pinkish red and gold tiling, each tile being 2.5' by 2.5'.  The walls are a white polished stone cut with diamonds (about 6" high") at about the 2' level.  The ceiling is also of white polished stone.
The ceilings of all the passages are gently arched, maybe gaining 6" from the sides of the passages.

1-2 Guards.
The delicate and sophisticated stonework is juxtaposed by the roughness of the inhabitants.  Outside the entrance is a decapitated, naked body of a kobold who spoke up too much.  He's about a day into his decomposition, just starting to smell.
Here, 4 Kobolds and an orc wait on guard duty.  They sit at a table that can see the entrance, but are not really watching for anyone, +10% to surprise.  If they do have any warning however, they will send a kobold north to 1-1 immediately.    On the table are 9 copper strips, and a set of poorly made stone dice.
The south wall has a small alcove, 4' up, 1.5' deep, with a small marble statue of a fat woman laughing, looking like she is dancing.  This is Paruja, daughter of Ogleic.  She is Patron Deity of the Marketplaces.
The cieling of this room is slightly domed.
Kobold1-70 strips, 12 children.
Kobold2-77 strips, 4 children
Kobold3-23 strips
Orc1-312 strips, 23 children, 1 goodwife.
[spoiler=1-2 opponents]
Type   orc   Kobold   kobold   Kobold   Kobold
rank   1   1   1   1   1
Name   Tallywak   andres   Spoinik   Geral   Fang
HP   5   2   3   3   2
amrmor type   Ring mail/silk   Ring Leather   ring leath   ring leath   ring leath
AV   40   25   25   25   25
Pro   25   17   17   17   17
Move   6   4   4      4
att type   voulge/fransisca   hand Sickle   Scimitar   epee   hand Sickle
Speed f   6.00   4   5   3   4
multi%   5.00   3.00   3.00   3   3.00
bmod   15.00   10.00   10.00   10   10.00
SRW/F/R   60/60/60   55/55/60   56/56/61   55/55/60   55/55/60
dam   15+d10/d6-12+2d6/d8   12+2d6/d8   10+3d4/d6   11+1d10/d8   12+2d6/d8
spec dam               
spec attack   will throw fransisca            
specialabili               
exp   31   10.14   14.82   14.82   10.14
[/spoiler]

1-2a The Entry statue.
Here there is a grey stone statue of a Gnome in flowing robes, wielding a scythe.  The statue's face has been destroyed, and it is impossible to figure who it is supposed to be of.  It is over 500 yrs old and has been defaced multiple times. The pedastal it sits on is square, and is 10" high. (This is a representation of Oprome, the old Brotherhood Gnome Advisor to the Astikon traders).

1-2b Door.
This is a poorly hung, thick, Oaken door.  No locks, and it is almost closed right now.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg




1-1 More Guards
In this room are an orc and 4 kobolds, in this living space.  They feel pretty secure.  
There are 3 bunkbeds on the north east wall, a really nice, well made oak table on the south with horrible stools, 7 empty small beer kegs
[spoiler=1-1 guards]
Type   orc   Kobold   kobold   Kobold   Kobold
rank   1   1   1   1   1
Name   shaun   passi   Terlik   Oin   Wristi
HP   6   2   3   3   2
amrmor type   Ring mail/silk   Ring Leather   ring leath   ring leath   ring leath
AV   40   25   25   25   25
Pro   25   17   17   17   17
Move   6   4   4      4
att type   Hoko   Gladius   Scimitar   3 assegai   hand Sickle
Speed f   7.00   4   5   3   4
multi%   5.00   3.00   3.00   3   3.00
bmod   15.00   10.00   10.00   10   10.00
SRW/F/R   60/60/60   55/55/60   56/56/61   55/55/60   55/55/60
dam   10+3d4/d6+1   14+dd6/d8   10+3d4/d6   12+1d8/d6   12+2d6/d8
spec dam               
spec attack             can throw   
specialabili               
exp   33.42   10.54   14.82   16.02   10.14

[/spoiler]
which are (3' high) on the north west wall, and 8 full ones just south of them.  All of them have a dog looking up at a half moon (Moon dog brew, of course).
 Under the middle bunk is a flat, oak box (no hinges).  It has a chain around it, and is locked (+15% to open).  Inside are 6 pewter beer mugs of decent make, and a cloth (we 20, wo 15 children apiece).  In a small false bottom (+15% to find) are 4 vials of vneercoat, we 15 e, wo 12 each.
Passi-65 strips, 9 children
Terlek 101 strips, 33 children
Oin-45 strips, 19 children
Wristi-28 strips
Shaun-275 strips, 44 children, 2 goodwives.

1-1a Oak door.  
Relatively new Oak door, hung well, very thick, lock on east side.

1-1b Bend in the corridor.  Laughing can be heard from the east.  Light comes from the west, and is behind the door to the east.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The Panelled Corridor




1-2c Corridor of Images
Note that there is a lit torch on the wall to the south.
The floor and ceiling stay the same here, but the wall paneling changes.  The south corridor, and all of the southern 10' corridors on this level, are wood paneled.
The wood goes floor to ceiling, and is a very light-colored, barely grained wood that was once polished to a shine, but is now dulled.
(It is called Ferriswood, and it is found in the northern Astrikon and orbic forests, +10% basic nature, +10% woodworking, +05% carpenter).
The walls are paneled, and while there is a intended border 4' up from the ground, below that are 3'x3' panels, showing a stylized sheaf of wheat, then an IrinFlower, then a six-pointed star above a scimitar, then a bee on a rose.  These panels then repeat.
It is worth noting that the quality level is very high.  The style is very fluid, except on the Irin flower, where it has an almost old-omwo~ stylistic bent.
(The sheaf of wheat is from the Church of Amrist, god of the Autumn Harvest, +10%.  The Irin Flower is from the Kerumbal Clan, -10%.  The star and scimitar is from the Defenders of the Land, Vernidale from the Astrikon church, -20%, and the Bee and rose is the Daughters of the Rose, a mage school from Silverwood, still barely in existence today, -15%).
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

Weapons and Guano



1-3 Weapons room.
This room has many weapons hung on the walls.  On the southern wall, on  sharp, upturned hooks, are 3 bec di corbins, 2 strange gladius with large hilts (made for 2 hand use), and 2 light self bows.  On the north-eastern wall, there are 2 mitres and a very old Flameburg.
To the south are 3 kobolds and a fat, older orc named Binute.  The orc is tall with a long, grey beard.  He hates Omwo~.  Prissy fags, he will call them.  He bullys the little kobolds.  They are on guard duty, and if captured might admit the following.
a)30% chance that Leader Bilow and Rissa are to the near west.
b)30% chance that they are guarding the north entrance to keep an eye on the bats.

Please note that 1-7 is a large barracks, very close, and that once things are quiet here, both the light and the kobold, orcash, and Gnollic voices may be heard.

1-3a Tightly locked door.
This is a vneersberry door, tightly locked with an external lock (new make) screwed into a bar on the door.  Without a key, it is '"5% to open (+25 exp).  The hinges are on the east, and the door opens south.
Anyone has a +15% chance to smell the guano that lies to the north.

1-4 Guano and ruin
This room reeks of acidy Bat guano, and is completely dark.  It was originally a storage chamber for religious uses.  There is an old grey and white carpet on the floor, and there is masonry rubble on the whole northern section.  There are also 2 bodies in the northeast corner of the room, and 2 in the northwest.
Anyone who peers upwards will see multiple red eyes .  The ceiling is pointed like a pyramid (15' on sides to 25' in center), and there is a thick, black, iron chain hanging from the apex.  The northern upper wall and ceiling has some large crevices where the wall has fallen in, some up to 6' deep.  This is bat country.   23 regular bats, 12 large bats, and 3 huge bats dwell in the creviced section.  Note that if all three huge bats are defeated and ½ the attacking party is still alive, the rest of the bats will retreat to the crevices.
The north eastern bodies are both rotting kobolds, both partially skeletal, both with ring leather.  One has a 2 spears and 17 copper strips, the other has a chain leather helm, a gladius, and 16 copper strips.  
The north western bodies are one kobold and one omwo~, again both nearly skeletal.  The kobold has Chain leather and a trident painted red.  The omwo~ is face down, near the west wall.  He wears rotting grey leather armor, and has on a black metal skullcap ( as platemail).  He has no weapon.   He has a backpack, with a  black soft blanket, a jar (we 5) of black face paint, a silk rope 50' (we 50), a small black leather case (with a bone pipe and tabac laced with brown shrum, wo 20 horn).  He has 2 beltpouches.  Left has a vial of grey liquid (shockfreeze, 12-19/d6 dam in vial spread, can freeze locks or wood to shatter, we15, wo 250-rare), the other beltpouch has 180 silver children and 87 electrum goodwives.  On a wrist sheath he has a leatehr band with a set of excellent lockpicks/probes, +08% to ol/frt.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg

LordVreeg

The barracks



1-7-A large Barracks
This large room is vaulted with the north and south walls slightly lower than the others, with a black iron, dingy, sooty vent over the north west corner for smoke.  The ceiling has frescoes of irin flowers on the edge of a pool.  The Northern walls have large cracks all down the them, but these are old if checked.
Currently, the room smells of smoke and sweat.  This is due to the sleeping rolls all over all four corners of the room, 32 sleeping rolls in all.  There is a white (now yellowed) ceramic firepit, 3'x3', on the north West corner, with blue curliques and fanciful flowers on each 6'x6' square.  It is currently lit with 2 small logs currently there.



This is white a tile looks like.

Currently in the room are 10 kobolds, 3 orcash (one second Rank), and a gnoll seargent.  The Kobolds are in the south-east and south west corners, and the orcash and gnollic are in the center of the room.  This is the barracks area, so if the PC's have been quiet they might still surprise this room.
Kuchinko, the second rank Orcash has a cranquin (sf 10/4, +12% hit, 2d8+10/d6 dam)and a demilune (sf 9, +15% hit 1d12+17/d5+2 dam).  Both his bolts and the demilune are coated with BummyBean (Fort CC+05, d8+1/d4 if make, 3d8/d4 if miss).  He has 15 Hp, and a17  strength.  He wears Chain Mail, with silk under it (46/32, with skills).  The cranquin is not strung, so his speed factor is the 10, not the 4.  He will try to use if and stay behind at first, but at the first sign of magic or the kobold's failing, he will rush forward.
The Gnoll is smaller than normal, wears Scale Armor and silk (52/42) and takes 15 HP, and fights with a heavy flail (sf6, 13% hit, 2d8+14/d5+3 dam).  His name is Rowfbit, and he is actually ¼ fratrecanis, and so he is a little brighter than average (9INT, 11 WI) and has a huge belt made of electrum scales.

More soon
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg