Hugo Tuya’s guards have killed a nest of spiders and freed some human prisoners, but in doing so learnt that there is another nest deeper in the forest. They decided to raid that nest and take whatever treasures might be buried in its webs, as well as more spidersilk to sell to the elves. The roster for today’s mission:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Itzel, elven astrologer
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Quangbae, human explorer

They helped the humans they had rescued back to the edge of the forest, took a brief break, and returned to the site of the battle to find the next nest.

Strange doings in the nest

They found trails leading into the forest and followed them, tracking old remnants of web and traces of spider’s passing deep into the gloom. They followed this trail for several hours, until they finally reached an area of trees heavily shrouded in old webs, and realized they had reached their goal. In rare gaps between the heavy foliage they could see trails of pink and scarlet across the sky, and the gathering shadows told them they were close to sunset. A bad time to be raiding a spider’s nest, but better to do it now than to retreat in the dark. They moved forward to infiltrate the nest.

As they approached, though, they saw a strange sight: a humanoid figure, shrouded in tattered webs, moving slowly and jerkily around the trees, occasionally stopping and bending over or reaching up to perform some task that looked like it might be cleaning. Confused, two of them moved around the edge of the nest to get a closer view. They approached the humanoid, grabbed it and turned it to face them – revealing a haunted, enslaved human. This person was emaciated and filthy, their clothes tattered and in ruins, their body wrapped in old and filthy webbing. Their face and the parts of their arms which the guards could see were covered in small scars and bites, and as they held the person large spiders emerged from inside the webs, ran across their skin and disappeared back inside the nest, as if they were comfortable on the person’s body. The person moved with a listless, exhausted, zombie like affect, but when the PCs looked in their eyes they could see that they were desperate and terrified. Tears welled up as the person saw them, but they could not move or speak.

As they were trying to speak to the trapped human the spiders emerged, and the battle began.

The redcap

The battle began smoothly enough. Smaller, dog-sized spiders emerged from the webs and attacked the guards who had tried to rescue the enslaved human, but the rest of the team held back and used missile weapons against the spiders. However, things turned vicious quickly when one of the larger spiders emerged, accompanied by a shadowy humanoid figure lurking behind a group of smaller spiders. This thing unleashed a magical blast of venom on the missile-using PCs, doing serious damage on them and forcing them to separate, and as the numbers increased they were forced into melee. Fortunately in this battle Kyansei was not webbed, and was able to battle valiantly against the chitinous horde. As she fought the spiders Calim and Bao Tap attempted to attack the shadowy human. They ran over to confront it and found themselves facing a small, dun-coloured humanoid wearing armour of spidersilk and a hat that had been drenched in blood, now long-dried. It carried a dagger made of a giant spider’s fang, and as they attempted to attack it it cast a spell on them that confused them. Spiders attacked them to defend the creature, and somehow Bao Tap was bitten badly and poisoned, falling unconscious and losing the use of his arm[1]. The spiders were about to overwhelm Calim when Quangbae and Kyansei charged in to his rescue, killing the remaining spiders and then dispatching the red-capped creature before it could use its magic to enslave Calim.

With the death of the larger spider and the red-capped fey thing the battle ended, and peace fell over the shadowed glade. They began to explore for treasure and victims to rescue.

The redcap’s secrets

With the death of the fey creature the human was released from their strange slavery, and collapsed sobbing to their knees. The guards approached to speak to them, and saw hordes of spiders running out from under the webbing – the human had been carrying hundreds of them against their skin inside the webs. Calim administered some basic aid and eventually, when they had sobbed out their relief, the human told them that they (he) had been here as a slave for a year. He and four others had come to the glade guarding an Astrologer, but had been ambushed by the spiders and enslaved by the redcap. One had been killed, the Astrologer had been taken away as a prisoner, and the four surviving guards had been turned into living hosts for the spiders. They moved around the nest cleaning old webs, removing parasites, cleaning up dead bodies, and also serving as hosts for new spiders: the giant spider laid her eggs in the webs wrapped around them and they would serve as food for the newborns until they were too large to be carried. They ate little, but occasionally the redcap would remember them and cast them some offcut from an animal (or a human victim, if it served) for them to eat. As a result they were emaciated near death, exhausted, and permanently and deeply scarred. The guard told them there were three more survivors around the nest, and that the redcap lived in a cave “by the drowning pool”.

They rescued the remaining three servitors, bringing them to the centre of the nest where they gave them some basic medical care, water and food. Then they moved through the nest and down a narrow pathway to the “drowning pool”. They found a reeking pond of stagnant water, full of rotting bodies and surrounded by detritus and bones. On the far side was a small fire with a spit over it, in front of a dark cave mouth decorated with human bones. By now it was growing dark, so they lit torches and entered the cave.

Inside they found the desiccated remains of a human Astrologer, stuck to a wall by strong bonds of webbing. The cave was a mess of filthy rags, discarded bones and rubbish, and various basic belongings. Searching through the belongings they found some basic treasures, a book of faerie lore, and the wizard’s notebook. The first part of this notebook was research and spell notes, indicating that the wizard had come here believing that there were clues to the existence of an ancient god of spiders deep in the forest, which might hold the knowledge of ancient secrets, new magic or items. However, the last 13 pages of the book held crazed writing, just scratchings and mad rantings written on each page under headings listing days: day 1, day 2, day 3. Some of the writing was in a crazed, aggressive, unruly hand, and some of it in the hand of the Astrologer himself. It appeared he had been captured and the redcap had poisoned him and drunk his blood, using some magic to force the Astrologer to write messages in the notebook.

The characters read the notebook, and were deeply disturbed. The redcap had slowly taken the mind of the Astrologer, drowned him in the drowning pool, and kept his body as a keepsake. This creature must be some kind of fey, which lived alongside the spiders. If there was a spider god deep in the forest, was there also a redcap king or elder, capable of enslaving armies to its whims?

They must destroy the god and its fey adviser. But not now. Now, standing in the ruins of the redcap’s lair and surrounded by the horrific ending of the last mission against the spiders, they understood there more urgent task. They rushed outside and grabbed the redcap’s body, dragging it to the pool and submerging it in the pool moments before the last rays of the setting sun faded from the sky. Just in time, they had finished it off. They scoured the nest, took what they could, gathered everything that had belonged to the redcap and dumped it in the webs, then set the whole thing ablaze and fled from the forest.

There were dark beasts in there that needed to be scoured from the earth, but not now. Now they needed to find fresh air under the open sky, bathe in the light of the sunshard and feel the wind on their faces, and retreat from the horrors of blood and poison. There would be a time for killing ancient gods, and they would return to end the blood-slaving beasts of the deep wood, but now they needed to gulp the air and feel the wind on their face, and rejoice in their freedom under the open sky.

Behind them, dark and ancient gods brooded.


fn1: This should be a permanent destruction of the arm but we’re still learning the poison rules and a few confusions with orders of healing spells meant this might not have happened if Calim had known the risks of leaving Bao Tap unhealed, so we decided to make it a temporary problem – once the crit is healed Bao Tap gets his arm back. It’s been deadened by poison.

Day 1

HUMAN SLAVE
KNOWLEDGE IN THE BLOOD
MINE MINE
THIRTEEN NIGHTS, TEN AND THREE THE HORRORS BLOOD BLOOD BLOOD IS LIES

It has me prisoner. My guards enslaved. It speaks in my mind. It cannot write but it knows what writing is, it has seen our kind before. It tells me my fate. I am resigned.

Day 2

SIMPLE SMILES ELUDE PSYCHOTIC EYES
LOSE ALL MIND CONTROL, RATIONALE DECLINES EMPTY EYES ENSLAVE THE CREATIONS
OF PLACID FACES AND LIFELESS PAGEANTS

TWELVE TWELVE THE BLOOD IN TWELVE

It makes me tell it things, some compulsion over me. I can write these notes only when it dances its bloodthirsty glee. If it sees me, it will hurt me.

Day 3

KILLER, INTRUDER, A HOMICIDAL MAN
IF YOU SEE ME COMING, RUN FAST AS YOU CAN
I HACK UP MY VICTIMS LIKE PIECES OF MEAT BLOODTHIRSTY DEMON, SINISTER FIEND BLUDGEONOUS SLAUGHTER’S MY EVIL DEED
A MERCILESS BUTCHER WHO LIVES UNDERGROUND I’M OUT TO DESTROY AND I WILL CUT YOU DOWN

ELEVEN ON THE HIGH SUN OF ELEVEN

Writing hurts, the voices in my head, like venom in my hand. It keeps me here in the dark while it laughs, I cannot move except to write and speak to it. This morning it took Alassa, and it gorges on his viscera while it stares at me. I cannot kill it.

Day 4

TEN TEN THE FINGERS ON BOTH HANDS TEN TEN TEN THEY ARE MINE IN TEN

I learn more about it. Drown the body in the pool or it will come back. If you are reading this and you have killed it, sink the body in the pool or it will come back. You have until the

sunset of the day it dies. It cannot read, it cannot read this. Show it no mercy, it dreams in my blood now it is so horrible, the deeds it has done. Drown its body in the pool.

Day 5

LET’S DRINK TO THE DEAD LYING UNDER THE WATER AND THE CRUST OF BLOOD ON THE DRIVEN SNOW

NINE WHILE NINE AND I’M WAITING FOR THE RAIN…..

It is old, and it has been weak for so long. I think it is as old as the great spider in the woods. Is it her servant? I found only her lieutenants, she is far away in the dark of the great wood, but I think she commands more like this and worse. Her marshalls, in a horrifying chitinous army.

Day 6

OH, BUT YOU ARE IN MY BLOOD, YOU ARE MY HOLY WINE YOU’RE SO BITTER, BITTER AND SO SWEET
OH, I COULD DRINK A CASE OF YOU, DARLING
STILL I’D BE ON MY FEET

I WOULD STILL BE ON MY FEET

It drank my blood yesterday. It danced around and spat on me and I swear it was drunk on the blood. It has learnt some words of my tongue since it drank. I have to keep my secrets from seeping into my own blood. I think it will drink more. I cannot escape …

Day 7

AND THE CHILDREN OF THE HYDRA BORN OF BEETLE, BLOOD AND DUNG DANCE LIKE DERVISHES IN SULPHUR ON THE ASHES OF MY TONGUE

AM I FALLING, AM I WALKING?
IS THE UNIVERSE RUN DRY?
GIVE ME BLOOD, GIVE ME BLOOD OR I WILL DIE

I tried to escape last night. It seems to sleep at night. I used a spell to slide out of the web ropes. It caught me by the pool, it moves so fast. It wasn’t sleeping. It knew. It knows my secrets. I am trapped in its web. Nothing can save me.

Day 8

DON’T SAY IT’S EASY
TO FOLLOW A PROCESS THERE’S NOTHING HARDER THAN KEEPING A PROMISE

BLOOD RUNS THOUGH YOUR VEINS THAT’S WHERE OUR SIMILARITY ENDS

I wonder if my death is a ritual, bound in time. It drank my blood again yesterday, and today it held the quill pen itself. It is learning. I do not want to live on in its foetid blood.

Day 9

YOUR TASTE IS BLOOD AND ECSTASY BUT I MUST DRINK YOU ALL ALONE YOU’RE FRECKLED LIKE A SPECKLED EGG A DOVE… BUT THIS BIRD HAS FLOWN

O stay with me sweet memory
O stay with me
It drank again. I am tired. I am so tired. I cannot think. I KNOW. I cannot rest, I have lost track of time. Alassa’s empty eyes stare at me. It ate Alassa.

Day 10

I’m all alone
Matter and shadow
In the darkflow
Treading deep waters Searching for the shore Waiting for the dawn to come

Day 11

IT IS MINE

Day 12

I dreamed of you at night time
AND I WATCHED YOU IN YOUR SLEEP
I MET YOU IN HIGH PLACES
I TOUCHED YOUR HEAD AND TOUCHED YOUR FEET
SO WHEN YOU DISAPPEAR IN THE POOL
You know, I will never say goodbye
Though I try to forget it
YOU WILL MAKE ME CALL YOUR NAME AND I’LL SHOUT IT TO THE BLUE SUMMER SKY

I am losing myself. The poison in me burns. It knows my name, AND WHISPERS IT FROM THE SHADOWS. I don’t know who is writing which words now WHY DO I CARE THE BLOOD IS ALL it is inside my blood I AM THE WAY THE TRUTH AND THE END

Day 13

I’ve waited hours for this
I’ve made myself so sick
I wish I’d stayed asleep today
I never thought this day would end
I never thought tonight could ever be

This close to me

On the edge of the great forest

Hugo Tuya’s guards have almost been caught robbing a grieving widow, and now have to make amends. They need to spend several days in the wilderness pretending to track down iron they already own, to receive only a fraction of the money they had hoped to earn by selling their stolen goods in Estona. The roster for today’s adventure:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Itzel, elven astrologer
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Quangbae, human explorer

The guards woke up early and set out to track the sole surviving bandit from the original group that ambushed them, and to begin their thankless task of making amends for their callous thieving.

The Truth About Deepfolk Iron

They followed the bandit for a day, tracking him back to the site of the original ambush and beyond, and confirmed that he had not attempted to dig up any cache or secret hidden wealth. He simply ran away from Ibara as fast as he could, heading east to the coast road and the chance to escape from certain death in the village he had been preying on. The guards let him go once they had confirmed he was not hiding anything, and decided to go back and investigate the strange place where they had originally discovered the widow’s iron. Calim was convinced there was something more to learn from the site, and they guessed that now they knew its location they could travel there quickly and search it during the daytime.

Unfortunately they lost the path, cutting overland to the northeast of Ibara, and there was not much light left when they arrived at the burial site. They worked quickly, splitting the group into two. One group searched the area around the burial site, looking for any sign of skulls or other remnants that were not buried with the iron itself, while another group – led by Calim – dug back into the site and explored the bones in more detail. The first group found nothing, but Calim’s group were able to determine that the bones in the burial site were deepfolk bones, and they were old – much older than 100 years old. They had found something ancient, but could not tell if it was a burial site or the location of some ancient battle, since buried by time and forgetfulness.

They also found a magic amulet, but Itzel concluded it was deepfolk magic and dangerous to wear. They kept it in case it might be useful later, and made camp for the night.

The next day they returned to Ibara, and handed over their stolen iron – all 10 ingots – to Hugo Tuya, as he expected. They made a good show of pretending they had dug it up on this trip, and of looking forward to their reward. Pompous as ever, he invited them to join them in trading it with the bailiff, and they set off to the Bailiff’s residence. Here they were led into an office, and a strange ritual took place: Hugo Tuya took out a piece of cured leather and laid it on a desk, and he and the bailiff then carefully drew each ingot out of its sack singly, sprinkled salt on it and placed it reverentially on the leather. When his guards asked him what he was doing, Tuya explained to them that Deepfolk iron was cursed, and any attempt to take possession of it was fraught. The best thing to do was to melt it down immediately, thus dissolving the curse, but even then it was best if storing it in a house to salt it, lest the curse cause the house to burn down before the ingots could be melted. Had they taken the iron with them, Tuya told them, thus taking possession of it themselves, they would have inherited the curse, and all its unseemly consequences: snapped wagon axles, spoiled food, arguments between friends, impotency, and other wreckage[1].

Quangbae made a nervous joke about how it was a good thing they had been honest about the iron then, wasn’t it? And they returned to their hotel.

The road to Miselea

The next day they set off for Miselea, the next town on their journey. Miselea is two days’ journey from Ibara, on the border of Hadun and Ariaki, a good town for trade in a slightly dangerous place, not so far removed from the Valley of Gon. From Miselea they planned to turn northwest and head to Estala, skirting the edge of the Valley of Gon.

The road to Miselea cut close to the great forest, running alongside a small stream never more than 500m from the looming mystery of the elves’ southern homeland. They followed it happily until mid-afternoon, when someone in the party suddenly heard a baby crying. They stopped and began to search for the sound, soon finding it: there was an abandoned camp between the road and the forest. They approached cautiously but found it empty, except for a baby that had obviously not been fed or cleaned for about a day. The camp’s other five occupants were nowhere to be seen, but there were obvious signs of a struggle, and spider webs strung around the perimeter of the camp.

Spiders had taken this camp. Big spiders. The guards decided to follow and rescue whoever they could, while it was still light. They headed into the forest.

The spiders

They walked on into the forest, and the spiders found them soon enough. They were moving in the trees above them, crawling through a network of webs on the trees and waiting for the chance to attack. The guards started shooting, and the battle began.

The first wave of spiders stayed in the shadows of the lower branches of the trees, throwing webs and missing, but then a second wave emerged from the undergrowth after the party separated, ambushing the archers who had moved back to cover their friends. These spiders had bodies the size of large dogs, and horrible hairy legs stretching meters away from the bodies. Fangs like daggers chittered and dripped venom, and they fired webs to try and entangle the guards. The tree-lurking spiders dropped to the ground to attack their melee squad, and they began hacking at the hairy, disgusting, chitinous thugs.

Soon a much larger spider, with a body the size of a small horse, emerged from the shadows of the trees. It spat acid in Kyansei’s face and then entangled her in webs, and began dragging her into the woods. Calim and Quangbae rushed into help her, and somehow wrested control of the battle from the spiders. They drove back the small ones and freed Kyansei with fire on the web, and then the battle turned. Soon all nine spiders, including the giant leader, were dead in the glade, oozing ichor into the web-strewn carpet of dead leaves beneath their feet.

They found the captured humans a short distance away from the ambush site. There were five humans hanging cocooned in a huge complex of thick webs. One was dead, partly eaten, and so completely invested that even its bones had liquified; when they cut open the cocoon holding this body it fell out as a sack of vile-smelling fluids, with no shape, barely recognizable as the human it had once been. The other four they cut out, heavily poisoned and barely alive. They put them under guard in the corner of the spiders’ lair and searched through the webs for treasures. The webs were surprisingly clean, the spiders’ feeding being so complete that nothing was cast aside, and they were able to gather large amounts of high-quality spider silk to sell in town. They cut some venom from the smaller spiders to turn into anti-venom, and Quangbae fashioned himself a halberd from the fangs of the giant spider.

As they searched the webs they realized that these spiders were newly arrived in the area. They must have been pushed out of their original lair by some other, more powerful force of spiders, deeper in the forest – giant spiders of this kind did not usually venture so close to the edge of the forest. Were they to venture further in and fight off the beasts they found there they might be able to gather some truly rare and splendid spidersilk, from one of the older spiders that live in the great forest, and maybe some truly potent venom. They looked at each other and back at the injured, nearly-dead human trappers, and considered their fate.

Life was short, and the death they had witnessed was terrible, but spidersilk was valuable, and the chance to gather it rare. What should they do ..?

 

 


fn1: Including upgrading the difficulty of every single skill check they made, including selling it: and if they roll a despair on the attempt to sell it, well, they decide to keep it, and the curse goes on …

The view northwest from Ibara’s Bailey

Hugo Tuya’s guards are in Ibara on the evening of the 7th of the Storm. They have just stolen a grieving widow’s treasure, and have received an invitation to meet the “elven delegation”. The roster for this session:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Itzel, elven astrologer
  • Kyansei of the Eilika Tribe, wildling barbarian

Yoog is still recovering from the poison she took when the guards found the map to the grieving widow’s treasure (which they have stolen), and Quangbae has opted to stay in their hotel to look after her.

The elven delegation

After their meeting with Mrs Verbere (at which they stole her treasure) the guards received an invitation to visit the elven delegation, a pair of elves who had visited Ibara from the nearby great forest for the annual meeting to renew the trade ties between the forest elves and the town. These elves had heard of the group and knew of Itzel, and presumably wanted to meet her. Itzel, fresh from robbing a grieving widow, felt it would be wrong to decline an invitation from two senior members of her community, and she and the rest of the group walked down the street from their hotel to the Wittan House, where the elves were staying.

This house was unlike many other houses in Ibara, being a three-story wooden structure built entirely above ground. It abutted the western palisade of the Bailey, and from its western and northern rooms guests could look out over the landscape around Ibara. The guards were led to a large, comfortable public room on the third floor of the building, where they found the two elves standing near an open balcony looking out at the sunset. The two elves were:

  • Eveltzel, male, tall (for an elf), with silver hair, blue eyes, very pale skin and wearing simple robes
  • Halildaliel, female, shorter than Eveltzel but still tall (for an elf), muscly with copper hair, green eyes and faintly golden skin, wearing a spidersilk jerkin and carrying a slender steel sword

After some small talk the elves explained why they had called Itzel. Before their departure for Ibara a dreamspeaker in their home had learnt of the death a year ago of an elf somewhere north of Ibara. They wanted the group to travel north to find the body of the elf and return the body and belongings to them so that they could be properly honoured and laid to rest in the forest. In return for the work they would give the guards a few steel arrows, a spidersilk underslunky, and a potion of healing. The mission would likely require two days and one night.

Of course the PCs agreed. Their only concern was how to convince Tuya to give them another two days to pursue their side mission. They gave no thought as to how to explain to their own consciences the hypocrisy of taking this job when they had used the problem of double contracting as an excuse to rob a grieving widow of her worldly wealth.

They returned untroubled to their hotel.

The reanimate

The next morning they found themselves beset by good luck. At breakfast Hugo Tuya informed them that the Bailiff was paying them a bounty for breaking the bandit group east of Ibara, but it would take two days for the Wittan to release the money. In the meantime he gave them two days to relax and do as they wished (“On my coin of course!”) They thanked him profusely and set off for the forests north of Ibara.

It took them a day to find the location of the body, and just before they did they were attacked by a bear that nearly killed Kyansei. They took this bear’s cub as their own, to raise as a future animal companion, and almost immediately after the battle discovered a small camp in the woods, at the entrance to which lay a skeleton impaled on a stake. Perhaps the bear had been searching this camp? The body looked as if it might be the elf they were searching for, though it was hard to tell from the mouldering rags left stuck to the bleached bones. In the camp they found a small tent with two bedrolls inside, and various detritus scattered around the camp itself. While searching for more evidence Itzel disturbed a corpse, which emerged from the shadows of the trees to attack her. She fled back to the camp and the whole group gathered around her to fight it. This shambling, stinking ruin of a body was a reanimate, the weakest form of undead, shambling forward through the camp trying to kill them with nothing more than its twisted, filthy hands. They destroyed it quickly and, searching its body, confirmed it was a human woman wearing a rotting nightgown. Had this been the other member of the camp? They found an amulet around the reanimate’s neck, which they kept. They guessed that the elf had come here to meet this woman, they had been ambushed by deepfolk, the elf had been impaled on the stake and left to die and the human woman had been reanimated and left as a trap for anyone who came to the camp. Typical deepfolk trouble.

The amulet

They gave the woman the rites of salt, gathered up the body and belongings of the elf, and returned to Ibara with them. They kept the amulet for themselves, thinking that they might be able to use it to find the identity of this woman at towns they traveled to. It depicted a huge wave swallowing the sun, and had been carved quite carefully out of what the guards guessed was obsidian or some other volcanic rock, though of course none of them were experts on such matters. At Ibara they handed the remains over to the elves and returned to their hotel for a much-needed rest

Mrs Verbere’s revenge

Unfortunately as soon as they arrived they were called to a meeting by Hugo Tuya, who was waiting for them with Mrs Verbere, the grieving widow they had robbed. Hugo Tuya bought them drinks and settled down for a meeting, speaking in his expansive good employer tone. He commended them on their loyalty in refusing to take a second contract but assured them he was happy for them to do so in this case. While they were away on their private work Mrs Verbere had come to Tuya and explained the second contract issue, and he had agreed with her that she should have the service of his guards for such an important personal mission. They had gone together to the bailiff and interrogated the remaining surviving bandit, from whom they had learnt that the bandits had never opened Verbere’s box, though they had killed him and taken his gear. Thus, the treasure spoken of in the letters Verbere had received must still be there. Hugo Tuya had negotiated with the bailiff and they had come to a fine agreement over the iron spoken of in the letter, and come up with a plan. Instead of giving the surviving bandit the salt death, the bailiff would brand him and release him. The PCs would then follow him and see if he went to some secret cache to find the iron. If he did, they were to kill him and return the iron. If not, they were to let him go and head to the location of the iron, where they would dig it up and return it to the town. Tuya would then sell it to the bailiff, giving 50% of the proceeds to Mrs Verbere and 20% to his guards. A fine payment for an easy job, did they not agree!?

They did not agree, and though morally outraged at this theft of their rightful possessions, could not actually tell Tuya that they already had the iron. Instead they tried negotiating with him to change the terms of sale of the iron, and were finally able to convince him that they deserved 30%, not him. Finally Tuya agreed, commended them on their good morals, and recommended they set off after the bandit first thing in the morning.

Could Hugo Tuya’s guards find a way to defraud the grieving widow of her rightful belongings a second time, or would they have to finally give her that which belonged to her, and which they had already stolen from her once?

 

Hugo Tuya’s guards have defeated a bandit gang and stolen their treasure, and now they make their way to the town of Ibara to rest. After the battle they chose to rest near the site of their victory, because Yoog was still recovering from poison and they had wasted half their day’s travel fighting. They set up camp on a small hillock near the road, where they could keep sight of their wagon, and slept well. The Archipelago has no moon, but the night is often illuminated by sepctral fingers of silvery-grey light that flicker high overhead in the night sky. Called the sunshard, these are generally believed to be the sun’s promise that it will return in the morning, and are generally seen as a good omen for the coming day. On this night they appeared in their fullest glory, waxing so bright at times that they glowed a pale green. The guards enjoyed this show and the strange, otherworldly form that the world around them took on under the ghost lights before they slept, hopeful for good things to come with the dawn. The roster for today’s session:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Itzel, elven astrologer
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Quangbae, human explorer with an interest in crafting and metalwork
  • Yoog, changeling scoundrel on the run from a job gone wrong

The following day they resumed their journey, and two days later arrived in Ibara without incident.

Ibara

Ibara is a small town of perhaps 1500 people built at the fork of a river. A stream from the great forest to the south and the highlands to the north join here before taking a more sedate course eastwards to the sea, along the road the PCs had taken from Inorat. Ibara stood at this confluence, with most of the town sprawled over the northern banks of the rivers and a small portion on the southern side. The town’s Bailey rose from the north bank of the river, built on a natural rise that ran perhaps 300m along the river bank. The Motte stood on the south side of the river in the fork, connected to the Bailey by a strong wood and stone bridge. The area west of the Motte was partially protected by an oxbow lake and a wide marsh linking the two streams, so that attacking from the west would require wading through sodden fields and reeds. In this marsh the people of Ibara harvested their famous frogs, while in the farms on the eastern side of the town they grew corn and barley. The town itself was surrounded by a low and largely decorative palisade, and the Bailey barely maintained its basic defensive structure, because Ibara had not been seriously attacked by deepfolk or any other major force for perhaps a century.

The PCs entered the town towards late afternoon under a light rain, and took accomodation in a hotel called the Precipice that stood on the rise next to the Bailey, commanding an impressive view of the river below and the looming Motte. They took dinner with Tuya, his “niece” and assistants, and here deployed on him the lie that they had determined to use to escape his watch for the two days they needed to go and find Verbere’s iron stash. They told him that Yoog’s poison remained bad, and that they needed to travel outside of town to find certain herbs and other materials necessary for an elven cure that would work against the poison and finally rid Yoog of it. They guessed it would take two days – one to go to the area where the herbs could be found and one to return. Hugo Tuya’s “niece” perked up at the possibility of two days resting in town, and as they had expected Hugo Tuya agreed to the plan in order to placate her. They would set off early the next morning while Tuya enjoyed a day’s rest in the hotel.

The iron

The next morning, bright and early, the PCs left Ibara heading north east to find the location of the iron cache. They traveled all day to the approximate area noted on the map that came with Verbere’s letter, reaching it towards afternoon as the second of the season’s storms began to roll in from the sea. Against the increasingly heavy rain and the driving winds they searched calmly and patiently for clues, losing energy and patience as day darkened to night and their clothes and equipment became soaking wet.

Finally, after some hours of searching, as the sun sank below the horizon and the storm crouched angrily over the forests, they found a small path leading off the main trail and into a dense patch of trees. Something about it resembled the notes on their map so they struck inward, pushing through dripping branches and slipping and sliding on the mossy ground until they broke into a small clearing on a slight rise. Here the trees drew back from the high ground, seeming strangely twisted and stunted, and they found a circle of four rough-hewn stones standing at the four compass points, just as the map had promised. In the centre of the circle a large stone lay on the ground, partly submerged and slippery with moss. All the stones were ancient, cracked and worn, but clearly placed there by someone. Tuya’s guards gathered at the edge of the circle, staring at the ominous standing stones in the dim circle of light thrown from their lanterns, and looked uneasily at each other. Lightning flashed overhead and the trees creaked and rumbled in the heavy wind, but the centre of the stone circle felt still, as if somehow the wind had blown around it. Somewhere beyond the comfortable orange circle of light from their weak lanterns a shadow moved, and Itzel jumped at the though that something stalked them.

Still, there was iron to be had. They moved to the location the map noted and began to dig. Using the bone pick and rough scrap shovel they had bought in Ibara the going was initially difficult, but after perhaps an hour they opened a hole into some kind of underground chamber, and suddenly a large section of ground collapsed, dragging Calim knee deep into the ground and revealing a low-ceilinged room beneath the rise. The room stretched back underground into darkness, and in the faint light of the lanterns held above him Calim could see bones gleaming white on the ground. He looked up into the shadowed faces of his colleagues standing around the rim, suddenly framed in stark brilliance by a flash of lightning, shrugged, grabbed a lantern, and began to crawl inside.

Once in the room the earth above stilled the sounds of the storm and he found himself in a cold, dark, damp cave. The floor was littered with white bones, obviously humanoid, perhaps mostly arm and leg bones, that had been scattered seemingly with no order and purpose across the whole space. Strange, whispering sounds emerged from the darkness beyond his weak lantern light but when he moved towards them and shone the light inward all he could see was the dark wall of earth at the back of the cave. He moved in a little more, doing his best to resist the urge to flee, and saw it: an oiled leather sack leaning against the standing stone. He slithered forward through the wet earth, trying not to touch the bones, until he could reach out and grab it. Behind him the light of his colleagues’ lanterns disappeared in the gloom, and all he had was his own weak orange light to press back against the whispered warnings and strange sounds coming from the darkness. Telling himself it was just some strange sound effect from the storm, perhaps channeled down from the stone above, he dragged the sack forward. It clinked satisfactorily and carved a track through the dirt with its weight. Grunting with pleasure, Callim began to drag himself backward until he saw his friends’ light again. He scuttled backward rapidly then, dragging the sack with him, and was relieved to emerge back into the orange glow and feel the cold rain on his face. They helped him out of the hole and gathered around the sack. Inside, as they expected, they found 10 perfect ingots of high quality iron, stamped with a horrid emblem of a leering skull. It must be a deepfolk emblem.

In any case, they did not care: they had iron! They hurriedly filled in the hole they had made, packing it so it would not collapse again as it had done when they had first dug it open, and scuttled back to the road, casting anxious glances over their shoulders at the strange, silent circle of stones. Who had built it? What was buried there and why? Why had Aveld the Foul been there, and why had he left the iron? Questions to be asked in the sunlight no doubt.

The greed and the lies

They spent an uncomfortable night huddled on the road in the waning storm, and woke early the next day to clear skies and reassuring sunlight. They set off early after a cold breakfast, and returned to Ibara by mid-afternoon with their treasure carefully hidden on Itzel’s faun[1]. They bathed, rested, and carefully secreted the iron where they hoped Hugo Tuya would not see it by accident, but in the late afternoon their careful activities were interrupted by a messenger from the hotel staff: a woman waited to talk to them downstairs.

Not expecting visitors, they dressed quickly for a meeting – carefully managing to remember not to wear armour or carry weapons – and descended to find a harrowed, tired-looking middle-aged woman waiting for them in the hotel restaurant, a brace of ales sitting on the table with her. She bade them sit and introduced herself: she was Verbere’s widow. She had heard they returned from breaking a bandit group and wondered if they had heard of him? He had set out some days ago “to make some money” and had not been seen since.

They said they knew nothing of such a man, but she told them about his treasure box and they admitted they had it. They handed it over to her, and she opened it to read the letters. Once she learnt of the iron she explained to them that she and her husband had fallen on hard times and really needed this iron to escape from debt, which was why he had left to find it. The bandits must have killed him and stolen the iron – had they found it in the bandits’ possession? They told her no, they knew nothing of it[2].

Then, she concluded, it must still be buried at the site noted on the map. She asked them if they would be willing to go and get it for her, and split the proceeds of selling it? They requested time to confer and then decided as a group that no, this iron was theirs, not hers, and they would not share any of it with her. They returned to the table and told her that though they would like to help her they could not: they were contracted to Hugo Tuya and could not, sadly, accept a double contract. So it was that sadly they must decline her generous offer. Perhaps someone else could help her? Calim and Bao Tap gave her a little money to tide her over while during her difficult time, and they again apologized sadly for not being able to help her. She gave them a resigned expression of disappointment, and left them to their ales.

They had lied to a poor bereaved woman, while upstairs her dead husband’s armour lay in their closet along with the treasure he had died searching for. Had that been wise? And had it been worth it?

They concluded yes on both counts, and did not think on it further. The iron was theirs and the past, like Verbere, was dead and gone.

 


fn1: Itzel is an elf, and has a small deer-like creature as a beast of burden

fn2: A small Genesys rules footnote here. When the PCs buried the hole in the ground they did a check to make sure they properly covered it, and they rolled two advantages. I asked Kyansei’s player how to use the advantages, and she said they enabled her to shore up the hole so that it would not collapse if dug into again. She did <em>not</em> say that she covered it up so that it was not clear it had been recently disturbed. So should Verbere’s widow lead an expedition to the cache in the next few days, she will no doubt discover that it has been very recently dug up and the iron taken. She may even see the drag marks in the underground chamber from Calim’s amateur efforts at moving the iron. It won’t be hard for her to figure out what that means, and who knows? Maybe she can rile the town up in defense of her recently bereaved husband’s legacy. Would she do that? I guess we’ll find out in session 4 …

I am made of stone
Walk the narrow line where nothing cuts you
Deeper than your own blade
I am the storm, my voice is the river
Take from me I fade into you
Fade the warriors, fade the black world into this fairytale
Fade, take to the sky

– Eilika Tribe meditational (Before the Battle, Psalm 4)

Hugo Tuya’s Guards have been attacked by bandits on the road to Ibara, but drove them off in a short and vicious battle. They now collect themselves, check their charges, and prepare to follow the surviving bandits to their camp. The roster for today’s adventure:

  • Bao Tap, human stormcaller
  • Calim “Ambros” Nefari, human rimewarden
  • Itzel, elven astrologer
  • Kyansei of the Eilika Tribe, wildling barbarian
  • Quangbae, human explorer with an interest in crafting and metalwork
  • Yoog, changeling scoundrel on the run from a job gone wrong

The guards think there is money in this, and perhaps some stolen treasures, so they quickly organized themselves. Calim tried his medicine skills on some of their wounds (thankfully light) and failed, and then they set off after the fleeing bandits, following their fresh tracks back along the road to a narrow trail they had not noticed on their journey. They cut into the woods and followed the trail up a gentle slope until they reached the bandits’ camp, nestled amongst maple and alder trees perhaps half an hour’s walk from the road.

The bandit camp

The camp was a ragged collection of wagons and tents arranged around a central fire and table. They had obviously been based here a while and were not planning to move on – it was not even clear how they had managed to move the wagons (no doubt stolen) into the small clearing in the first place. Hugo Tuya’s Guards approached carefully, but it was obvious that the camp was largely unoccupied. The two guards they had chased were hiding behind wagons near the entrance to the clearing, bows in hand, waiting for the inevitable.

They attacked. Their plan was simple: they fired their bows into the camp and then Kyansei charged forward into battle. Unfortunately they had underestimated the numbers and guile of the bandits. There were six more hidden in the forest, who opened fire as the battle started. Their leader was also lurking in the trees, firing his bow. Within moments Yoog and Quanbae were brought down by arrow fire, and the situation began to turn against the guards. Fortunately they had Kyansei, who tore into one group of archers and killed them very quickly, while Calim and Bao Tap tussled with the leader. Behind them Itzel cast shrouds of fire on the warriors, hoping to burn their enemies. It worked, and after a few more seconds of brutal hack and slash the battle was over. All but one of the bandits lay dead, and the camp was theirs. They took the final bandit captive and searched the wreckage.

The treasure box

They found little to justify their valiant attack: a few coins, a suit of leather armour and a healing potion. At the back of the tent they found a dead semi-naked man but with characteristic sense did not bother to investigate the cause of his death. On the table in the centre of the camp they also found a small, well-crafted box that appeared to be of dwarven make, and unopened. Yoog, just recovered from the battle, attempted to pick the lock on this box and opened it easily, but also was struck by a small needle trap. The poison began working immediately, and Yoog sickened horribly[1].

Inside the treasure box was a map and a letter. They read the letter:

 

Siladan the Elder

Sundered Cliffs

Third watch road, the red house

 

23rd of the Harvesting, 1011

Verbere of the Flame

Ibara

My dear Verbere

I confess to some trepidation in writing this letter, for I know how deeply you felt Ashen’s loss and you blame me for it. I hope you will read it with a milder heart than 20 years hence, and will accept this token of remembrance and restitution for my mistakes.

I hear you are living comfortably and quietly in Ibara, with a good wife and family, and plying your trade still though in quieter and humbler manner than during our fiery youth. I do not pretend to believe that you care about my current situation, given the manner of our parting, but I tell you briefly that you may sense whether to trust my information. I have taken a position as archaeologist in an Academy in Estona, where I teach a little and also do a little research. After our parting I gave up on harsh living on the road, overcame my anger at the academy, and finished my studies as an astrologer. Here then, you see I know something of what I speak.

I have learnt in my studies that near Ibara there is a small cache of deepfolk iron, pure in form, cast in ingots, that was left forgotten there some centuries ago. I stumbled on word of it in the footnotes of a scholar known only as Aveld the Foul. Why he left it there I do not know but Aveld the Foul was a famous coward and endowed with a sixth sense for danger, so it is unlikely he would have found it if there were any risk. Perhaps a raiding party stashed it and fled, then died before the knowledge could be passed on, and perhaps Aveld the Foul left it there because he had no strength to carry the load. In any case, whatever the reason, I know the land around Ibara is safe and little-traveled by deepfolk, and no rumours have come to me of walkers, so I give you this information freely and ask nothing of you in return – not even a response to this message – except to hold some kindness in your heart for me as you grow older, and remember me for the better things we did together, and not for that tragic last night in the hills. I hope this small token of my regret for those events will help you in your future, though I hold no hope that it will soften your hear to me.

I owe you at least this. The map is copied from the notes of Aveld the Foul, and I expect it will take no more than a day or two from Ibara to find the cache. From Aveld’s notes it is not so heavy that you will need a horse, but worth considerable amounts regardless. My best wishes to you and yours, and know that I remain ever,

Your comrade in arms

Siladan the Elder

 

So, there was a treasure buried outside Ibara, the very town they were heading to. All they needed was perhaps a day of spare time and they could liberate it. It appeared that this “Verbere”, whoever he was, had gone to find the treasure and been ambushed by these bandits – at first the guards assumed it was his body in the ditch, but their captive informed them that the body had been the bandit who first tried to open the box. Now all the bandits were dead no one knew about it – except perhaps Verbere’s wife and children, but what did they matter? The guards packed up what they had found, tied a rope around the sole survivor’s neck, and trooped back to the wagons. They were just a few days away from riches, and the glorious fame that awaited bandit hunters in Ibara!


fn1: I don’t know anything about poison rules in Genesys yet, so I just made it up. Basically you do a hard resilience check every hour and if you fail you take a crit. The first two crits Yoog took were pretty nasty, and I’m using this house rule that if the number of levels of your crits is greater than your wound threshold you die, so pretty much within 4-6 hours Yoog was going to be in big trouble

Hadun Bay from the shores of Inorat

This the first session of the new campaign I am running, set in the Archipelago. The campaign begins in the small town of Inorat, on the east coast of Hadun just north of the great forest that separates Hadun from Ariaki. The PCs as a group do not know each other, but all for their own reasons have joined a merchant’s caravan as guards. The PCs are:

  • Bao Tap, a human stormcaller who was raised by dwarves but abandoned by his dwarven farmer on the coast near Inorat with instructions to find his own way in life
  • Calim “Ambros” Nefari, a human rimewarden who is something of a playboy, possibly in need of urgent work to escape a tricky situation with a local man and his wife
  • Itzel, an elven astrologer who emerged from the great forest to explore human lands, and only discovered on arrival in Inorat that when in human towns elves need money just like humans
  • Kyansei of the Eilika Tribe, a wildling barbarian looking for clues to a strange blight afflicting her tribal lands, and seeking travel to the Spine to begin learning about deepfolk and deep magic, which she suspects are responsible
  • Quangbae, a human explorer with an interest in crafting and metalwork, who has attached himself to the merchant caravan because it is run by an iron trader
  • Yoog, a changeling scoundrel on the run for a job gone wrong, and looking for obscurity in the wilds of Hadun for a short time

The caravan the PCs are guarding is owned by a merchant named Hugo Tuya, and for the rest of the first chapter of this campaign our heroes will be known as Hugo Tuya’s Guards.

Hadun Bay from the verandah of the Simpering Maiden

Meeting Hugo Tuya

The campaign begins in Inorat. Inorat is a small fishing town of perhaps 15,000 people with a long beach, surrounded by cornfields and within view of the distant great forest. The characters were interviewed for their escort work on the last day of the Drying Season, each visiting Hugo Tuya separately in a small interview room in a hotel called the Simpering Maiden and receiving the same story:

I need a small group of guards to protect my caravan. I’m taking a shipment of iron from here to Estona on the far side of Hadun. I want to arrive before the Traveling season, when demand is high, so we set off immediately after The Harrowing. It’s a peaceful journey but we will pass through a small pass in the southern Spine called the Middlemarch. It’s a little known travel route but relatively safe and only a few days’ journey, but I need guards just in case. I have no upfront payment but you will get an installment before Middlemarch, when we arrive at the town of Estala. There will be three people in the caravan: me, my wagoneer, and a cook and assistant. I expect the journey to go smoothly but you will be my insurance should anything go wrong

All having their own separate reasons for needing an urgent job despite the lack of upfront payment, the PCs agreed to his terms, and spent the three days of prayer and fasting that followed in relative peace of mind. On the third evening of The Harrowing they met Hugo Tuya and each other for the first time at the Simpering Maiden to break their fast, introduce themselves and discuss details of their mission.

Hugo Toya was a relatively tall, thin and slightly out of shape middle aged man, with straggly white hair cut in the shoulder-length bowl typical of his merchant class. He wore a simple tunic and trousers of comfortable cotton, and held himself in the party with the comfortable and easy manner of a man used to being treated with respect and deference wherever he went. The meal itself was pleasant and enjoyable, a fine spread of small dishes including the steamed shellfish in which Inorat specialized. Though the storm season would officially start in the morning the sky over the sea was clear and the weather comfortable, so the verandah doors had been thrown open to allow them an uninterrupted view of the Hadun Bay. In the cool evening air they discussed the mission, and Toya again assured them that the Middlemarch was safe, obscure and relatively little traveled. He again pressed upon them the urgency of his mission: people usually did not travel in the Storm season, and by the time it ended there was often a need for iron trade on the west coast, where maritime trade almost completely stopped for the month. By arriving nearly at the end of the Storm season they would be the first on hand with iron for a depleted market, with rich pickings to be made before other merchants could arrive.

Doesn’t matter the weather, everyone needs horseshoes

Tuya observed, and they nodded at his business acumen. Minor discussion followed about itineraries and camping and who would take what role, but in truth it seemed easy, at least as far as Estala, and they soon relaxed to enjoy light conversation and the pleasures of the sea at dusk. With the last flash of evening light and the emergence of the Whalestar on the Eastern horizon they called it a night, and left the table to make ready for an early start.

A typical traveler’s hut

Storms and travails

They gathered at the west gate of the bailey early the next morning, to find two women sitting on the rear folding gate of Tuya’s wagon. They introduced themselves as Selena, Tuya’s niece, and Laeia her maidservant. He had not mentioned this and indeed when he emerged looking hungover and exhausted from the cart he seemed none too happy with their presence. Atta, too, Tuya’s likeable and well-mannered assistant, also seemed somewhat perturbed by their presence, though he was too circumspect to say anything. They took it in their stride and headed out, just an hour or two later than expected, to begin the journey. Their first waypoint was Ibara, a small town of some 2000 souls about 4-5 days’ travel inland.

The day’s travel was uneventful, with the guards taking turns on point duty, the girls riding on the back gate of the wagon, and Tuya nursing his hangover inside. They arrived at a small hostelry before sundown and settled in to rest. The hostelry was a typical country rest for this area, the main building cut slightly into the ground so that they had to walk down a few steps into a dark, cozy alehouse. The building was ringed with a low wall of stone fragments topped with broken glass, and the stables were a covered space next to the main building. They slept in semi-private rooms on a balcony overlooking the dining area, their rooms separated by thin walls of bamboo and hanging curtains on the doors. It was during that night’s rest that Kyansei discovered Selena was not Tuya’s niece, and judging from the sounds coming from their cubicle had a much closer relationship. She had seen his marriage tattoo on that first night at the Simpering Maiden but she guessed Selena could not be the beneficiary of that promise, judging by the age of the tattoo. Perhaps this was why Tuya had been so unhappy to see Selena at his staging point in the morning – had he been hoping to give her the slip? Was his wife waiting for them at one of the towns on the road?

The next morning, tired and dispirited, Kyansei tried to explain the situation to the rest of the guards, though her language skills were still weak. They let it slide, and continued the journey. What harm could it do, really, and what business was it of theirs?

By mid-afternoon they had lost sight of the sea, and the road was winding through rough terrain on the edge of the forest. Behind them the sky darkened and the first storm of the Storm season blew in. It gained on them rapidly, stealing the light and assailing them with strong winds, and by late afternoon Kyansei was sure it would reach them before dark. For this night their plan had been to sleep rough, so they broke their forward march and scoured the area for somewhere to hide from the storm. They soon found an old traveler’s hut, a little distance removed from the road and seemingly abandoned, nestled among some low hills that might provide shelter from the worst of the storm. They hastened their animals into the lee of the hut, someone gathered water, and they managed to retreat inside the hut just as the rain began to pound the broken ground of the wasteland around the road. The storm settled in an hour later, casting the land in darkness and raging over their hut, but snug inside they slept well, and woke refreshed in the morning to a clear day. They returned to the road.

The ambush

The road was joined by a stream after an hour or two of travel, and having wandered away from the verge of the great forest entered into an area of scattered copses of trees. Many of the trees had been damaged by the storm, and leaves and broken branches littered the road, so at first they did not think much when they found a fallen tree blocking the road  – it was storm season, after all. However, as they began to cut it apart to make way for the wagon one of them realized its base appeared cut with an axe of some kind, not lightning struck, and they realized they were in a trap. They began moving back to the wagon for their weapons, and the trap sprang shut.

Arrows flew from the trees on both sides of the road, some hitting Kyansei and some falling harmlessly around the wagon. They all scrambled back for weapons and cover and the fight began. There were archers in the trees up a small slope on the right side of the road, and more hidden in the trees across the stream on the left side. Kyansei charged the archers across the river and while Bao Tap, Quangbae and Callim moved to take on the ones on the near side. Yoog moved into a covered archery position while Itzel attempted to cast a fire armour spell on her allies, failing miserably. Those crossing the river failed, and stood trapped in its strong flow as arrows rained down on them; on the other side of the bank Quangbae found the archers and began to attack them with his club. Kyansei dragged herself out of the stream, catching sight of the archers as she flopped onto the bank, and made short work of them when she caught up to them. As the archers wilted under their attack four more men emerged at the far end of the road, charging for the wagon and the unarmed Tuya. Yoog fired on them, bringing them up short for a moment and giving Callim time to intercede. By the time the four men reached him Kyansei had dragged herself across the river and thrown herself into the fray, wreathed in fire from Itzel’s spell, and Quangbae had finished off the archers on his side. The four men were rapidly cut down to two and, seeing their fate written in the salt, turned to flee.

The guards watched them go, caught their breath, and prepared to follow. Bandits should be scourged, and where there are bandits there is always money. They gathered together and hurled themselves down the road after the fleeing fighters, rage in their fists and coin in their eyes …


Image notes

The seascapes are from the Instagram accounts of Christina Mittenmeier and Morgan Massen. The hut is from the instagram account of Alexey Gupolov. I recommend following all of them!

As my Coriolis campaign comes to its extremely violent conclusion, I am completing preparations for the next campaign I plan to GM. The last few campaigns I have GM’d have been science fiction: Coriolis, before that the Spiral Confederacy (Traveler), and before that a post-apocalyptic water-world campaign called Flood (using Cyberpunk rules, natch). My players are craving some high fantasy and so am I, but I am completely over D&D and incapable of running it or playing it any more – I just find it boring in all its incarnations and although I loved it when I was younger I can’t enjoy it past about 5th level, so I don’t want to run it anymore. I considered Warhammer, but I think my players would like to move away from worlds saturated in darkness and I know that when I GM Warhammer I make it altogether very grimdark, which some of my players don’t need. So, I decided to make my own sunny and upbeat campaign world for Genesys, using a classic fantasy RPG setting with orcs and magic and mediaeval scenes and monsters and completely arbitrary but fixed notions of good and evil which mean the PCs can slay any evil monster they want without fear of repercussions or any moral quandaries. The setting I chose is based on a map I found on the internet, and I choose at this stage to call it the Archipelago Campaign.

The Archipelago

The Archipelago is a collection of island kingdoms of manageable size, isolated from any major landmasses and connected by stormy but navigable seas. There are 8 nations of human settlements, a large wild area occupied by human-like tribespeople called wildlings, a single island for dwarves, and a couple of forests where elves live. There are also a few members of a race of people called Changelings, who are like humans but smaller and a bit weird, who live in hunter-gatherer societies and can change their form to perfectly resemble any human they have ever seen. The entire area is also plagued by deepfolk: orcs, goblins, ogres, dark elves and deep gnomes who are implacably evil and hate humans with all their heart and soul (if they have a soul). The deepfolk live underground and come out through hidden entrances and lairs in mountains, hillsides and forests, and there is constant conflict between these nasty creatures and humans. There are also other monsters in the forests and mountains, and one island has been ravaged and taken over by a dragon.

The refugee history of humans

The human society in this land is relatively light on history and politics. Humans arrived in the Archipelago 1000 years ago as refugees, but were immediately plunged into 200 years of constant flight and conflict as the deepfolk tried to destroy them. As a result of these 200 Lost Years they have forgotten their origins and lost all documents and written stories about their past, and so they know nothing about where they came from, why they fled, or how they came to the Archipelago. After 200 years the dwarves took pity on them and helped them found a few pathetic settlements, and after that they slowly formed kingdoms. They had to learn to read and write from the dwarves, either because they had no written language or all those details were destroyed during the Lost Years. They brought a kind of magic with them, learnt a new kind from the dwarves and a third kind from the elves, and slowly settled and spread across the Archipelago. Out of respect for their refugee history they have no systems of slavery or kings or queens, and generally there is not much conflict between kingdoms – I have set this society up to be light on politics and history so the PCs can focus on uncovering secrets and killing orcs, but without having the stultifying and boring influence of feudalism on the society.

In general human society is at the technology level of Britain in the 9th century, with the caveat that they have little access to iron – all iron and jewels are hoarded by deepfolk and can only be obtained through war. So weapons and armour are slightly neolithic. This introduces a new tier of weapons between mundane weapons and magic weapons, and gives additional reasons to kill those pale-skinned underground bastards.

Magic and religion

There are three forms of magic in the world, each connected to a religion: Salt, the magic humans brought with them; Storm, the magic dwarves love, which helps them become consummate sailors; and sun, the magic the elves prefer, which is most like the arcane magic we all know and love. There is no heaven and hell, no demons, no afterlife and no special moral restrictions from religion, so religion is primarily a reassuring force to make pathetic humans feel they have a place in the world, rather than a strong moral code. PCs can be one of the three religions but can never mix magical forms. There is a fourth kind of magic, deep magic, used by deepfolk, which is the only way that one can learn necromancy or enchantments, but no human has ever used it so domination spells and vampires are entirely the province of the deepfolk. Deepfolk are evil!

Races and classes

In this world as in all my worlds elves are dodgy, shonky wild creatures who can’t be understood or trusted, but players can choose an elven PC if that is their thing. Dwarves are simply small, thin folk who live on the sea and are masters of art, culture and craft – kind of like erudite 16th century explorers compared to the 9th century barbarian humans. The wildlings of the north are maybe a lost tribe of humans or maybe a different indigenous race, no one knows, but they’re bigger and kind of more savage than humans. Changelings live in small hunter-gatherer societies on the fringe of human nations, and don’t seem to have much wealth or care for human activities, but are much sought after for their transformation powers. No one can play any form of deepfolk, because deepfolk are evil.

Resources and plans

The document I have prepared for my players to read can be found here, with detailed information about the world and rules for the Genesys system. We will be starting in the next month or two, depending on brutally the players are able to end the Coriolis campaign. I am looking forward to a long, leisurely exploration of a fantasy realm after many years of science fiction!