18 February 2025

‘Level Up’ exhibit at the Chicago Writers Museum

While Toronto is my ‘home base’ these days, as my wife and I own a condo there (and her job is based there), I also currently live part of the time in Chicago due to work (until the end of 2025, barring some catastrophe). Last weekend my wife was visiting Chicago, and by chance we discovered that it was a “free Sunday” at the American Writers Museum (located at 180 North Michigan Avenue – about a fifteen minute walk north of my present “crash pad”).

The museum currently has a special exhibit called “Level Up.” Here’s the description:
“Our special exhibit, Level Up: Writers & Gamers, explores how Americans use role-playing and video games to define and respond to our culture. The exhibit guides visitors into the world of game writing, from the 1970s to the present. Some of the games featured include Dungeons & Dragons, Zork, Apocalypse World, Baldur’s Gate III, and game writers from the last 50 years such as Michael Pondsmith, Porpentine, and Tanya DePass.” 
 The exhibit was small but had some artifacts of note:


It looks like this set was once owned by Terry Kuntz (older brother of Rob Kuntz).


The good old Holmes Basic Set – the game that started it all for me!


Anyhow, the exhibit runs until 5 May 2025. More information can be found here. If you’re in Chicago and have some time to kill, I recommend checking it out.

02 February 2025

A Brief History of Ukrasia

This post provides a rough overview and timeline for the World of Ukrasia (the setting for my “Against the Court of Urdor” campaign). The history is presented in a summary bullet-point format and may be revised or expanded in the future. I also hope to develop other elements of the setting at some point. As always, links to all my posts concerning this setting and campaign can be found at the Ukrasia master page.

GEOGRAPHIC OVERVIEW

The known lands of Ukrasia are dominated by two large islands: Aldena to the north and Urdor to the south. The climate of Aldena resembles that of western Europe (especially France and Germany), whereas the climate of Urdor is roughly like that of Central America and northern South America. These islands were once part of a single large island-continent called Aethros, which was sundered during the Great War of the Elves and the Elder Giants. The islands are now divided by the Writhing Sea

To the northwest of Aldena are the cold, mountainous Vilkhorith islands. To the northeast of Aldena are the three green Morghain islands. Far to the northeast of Aldena is a mysterious island known as Awallon. To the east of Aldena are numerous small islands and one large one: Zyris. There are numerous small islands around Urdor but only one – Envel – of moderate size. To the south of Urdor is a continent dominated by a great desert, but little is known of it.


HISTORY SUMMARY

There are four known “ages” to Ukrasia’s history: 
  1. The Era of the Eldar Jarls (unknown length; ended over 15,500 years ago).
  2. The Era of the Elves (lasted roughly 12,000 years).
  3. The First Age of Humanity (lasted 2,550 years).
  4. The Second Age of Humanity (the current age, currently in its 1000th year).

ERA OF THE ELDER JARLS (length: unknown, but certainly many millennia)


  • The Time of the Giants.
  • Little is known of this Era. 
  • A few remarkable structures remain (no doubt enchanted), e.g., The Giant’s Bridge, The Giant’s Road, The Cloud Tower, and The Great Spire.
  • Giantish civilization was decadent, reliant on Dwarvish slaves, by the time of the arrival of the Elves.
  • Elves arrive from Faerie.
    • Records conflict over whether they were exiled or chose to leave (according to some Elvish records, they departed Faerie to pursue ‘order’ and lasting ‘creation’).
  • The Great War of the Elves and the Elder Giants (this conflict lasts centuries).
  • Giants unite under the High-King Bláinn (also known to his subjects as Ymir).
    • One of High-King Bláinn’s titles is “The Master of Dragons,” as the High-King creates the Dragonspawn to serve as warriors.
  • Firbolgs eventually rebel against High-King Bláinn and are cursed by him for this action (“The Doom of the Firbolgs”).
  • The great island-continent of Aethros is broken into two: the surviving islands are Aldena and Urdor.
  • Eventually the Elves are victorious.
  • The Giants, now few in number, retreat to isolated enclaves and fastnesses, far from civilization. They become a degenerate, insular people over the coming centuries. 
  • The Firbolgs settle in distant, isolated realms as well, but maintain their culture and discipline.
  • High-King Bláinn is chained (hopefully for all time) by the Elven High Mages on the bottom of the sea that divides Aldena and Urdor
    • The sea subsequently becomes known as the Writhing Sea
    • High-King Bláinn becomes known as “The Chained Colossus of the Deep.”
    • He desires to be free and communicates with power-hungry followers of all races – except Elves – on the surface, corrupting them.
    • According to legend, tidal waves and storms are caused by the occasional writhing of the Chained Colossus.
  • The Dwarves are freed with the end of the War and settle in mountain ranges throughout Ukrasia.

ERA OF THE ELVES (length: ~12, 000 years).

The Elves are the dominant civilized people during this Era, although important Dwarven realms are established as well. Trade flourishes between the two peoples.


The Elven people gradually disperse into three groups:
    1. The Green Elves (or “Dusk Elves”): these Elves prefer to live in small communities throughout all kinds of woodlands (from northern pinelands to southern jungles).
    2. The Blue Elves (or “Silver Elves”): the Blue Elves love the sea and the sky (hence their name). They settle into small towns or cities along the coasts, in secluded valleys, or high on the tops of mountains.
    3. The Night Elves (or “Star Elves”): the Night Elves prefer night over day, as they have a deep love for the stars. They settle in great cities and fortresses. They become the least connected to nature of the three Elvish peoples.
  • Wars are fought occasionally between the Elven peoples and the surviving Dragonspawn and Giants, but Elvish civilization is never seriously threatened. The Giants continue to decline.
  • The Firbolgs sporadically interact and trade with the Elves and Dwarves.
Circa 8,000 of the Era:
  • Many groups of humans end their nomadic ways and start settling into permanent communities and realms.
  • The Green Elves largely ignore the humans, except for those who retain their nomadic lifestyle and retreat deep in the woods; these people eventually become the Wildfolk (also known as the “Skara”).
  • The Blue Elves are generally aloof but sometimes help the humans in their progress towards civilization. 
    • Some humans learn the basics of magic from benevolent Blue Elf mages and animists.
  • The Night Elves are disgusted by the humans and regard them as ugly mockeries of Elvenkind. They take to occasionally hunting humans for sport.
Circa 9,500 of the Era:
  • Human populations grow, eventually far exceeding those of other peoples. They spread over the world and begin organizing themselves into unified realms.
  • Eventually the first great human realm – Arsilon – is established on the west coast of Aldena (circa 10,000). 
    • The region is a nexus of magical energy, and Arsilon is ruled by a council of formidable human mages.
  • Over the centuries, the Arsilonians become distinct from other humans because of the unusual nature of the realm in which they live. 
    • They become known (somewhat arrogantly) as “High Men.”
  • A friendship is formed between the Blue Elves and the Arsilonians.
  • During this time, some other groups of humans become reclusive. They hide from others and are largely unknown. 
    • Eventually they become the Halflings.
Circa 11,700 of the Era:
  • Wary of the growing might of the Arsilonians, the Night Elves decide the rid the world of the “human infestation” and begin a genocidal war.
  • Because they are few in number in comparison to the humans, the Night Elves create the races of Orcs and Trolls (the former bred from humans, the latter formed from stone, according to legend) to serve as warriors and slaves.
  • For the most part, the Dwarves initially remain indifferent to this war, but the Night Elves convince one Dwarvish kingdom to join them in their struggle. 
    • These “shadow” Dwarves, overcome with greed and bloodlust, eventually become known as the Dwergar.
  • Many human realms are destroyed by the Night Elves and their Orcish hordes over the subsequent century.
  • Horrified by Night Elves’ actions, the Blue Elves decide to fight to save the remaining human realms, especially Arsilon
  • Some Dwarves – those belonging to the three “Metal Kingdoms” (The “Halls” of Pale Steel, Bright Silver, and Black Iron) – join the war on the side of the Arsilonians and Blue Elves.
  • This struggle becomes known as “The Elvish Splintering” (among the Elves), “The Long War” (among the humans), and “The Sorrowful War” (among the Dwarves). 
  • Many “Faerie” folk (known as the “Aes Sidhe” by themselves and the Elves) – including Gnomes, Pixies, Merrows, and others – are brought by the “Unseen Lords” to the distant island of Awallon to avoid the conflict.
  • The war turns against the Night Elves and their minions over the course of several decades.
  • In a terrible, desperate ritual, a conclave of Night Elf arch-mages calls down the tiny moon Olbiir onto the lands of Arsilon
    • The realm of Arsilon is destroyed; the sun is dimmed for years afterwards.
    • The waters where Arsilon once existed become known as the Sea of Torment
    • This event comes to be known as the Moon Slaying or the Murder of Olbiir.
  •  Despite this setback, over the following decade the Blue Elves, surviving Arsilonians, and allied human and Dwarvish forces, eventually emerge triumphant. 
  • The Night Elves’ power is shattered, their cities destroyed, and their people dispersed. While a few Night Elves repent and merge with the Blue Elves, most flee into hidden enclaves, either in remote regions or deep beneath the earth.
    • The greatest of the Night Elf leaders, a mighty sorceress, is exiled to the plane of Flux, where she becomes known as “The Pale Queen of Mists.” From her otherworldly fastness, she plots revenge over the subsequent eons. However, she is unable to return to the Mortal Plane, allegedly because of a great curse created by the remaining archmages of the Blue Elves.
  • The orcs and trolls, for the most part, descend into wandering tribes and warbands. 
  • The Dwergar retreat into the deepest parts of the underworld, often allying with bands of surviving Night Elves
  • Following the end of the war, the victorious peoples slowly recover over a period of two centuries, a time known as “The Slow Healing.”

FIRST AGE OF HUMANITY
  • The surviving Arsilonians establish Rylindar – the “Rylindar Republic” – on the great island of Aldena.
  • Other human kingdoms, realms, and city-states are established on other parts of Aldena and Urdor during the first millennium of this Era.
  • The Blue and Green Elves retreat from human affairs, although many Blue Elves maintain friendly relations with Rylindar.
  • The Dwarven realm of the Halls of Black Iron trades extensively with Rylindar.
Circa 500 of the Age
  • The Church of the Solar Court (or more simply, the “Solar Church”) is formally established and begins to spread throughout the human lands. The Church reveres the Solar Court, but focuses on the deities Amithos, Fiona, and Murth.  
    • Over time, conflicts break out between adherents of the Solar Church and those who adhere to the Old Faith, which is focused on the deities of the Glade Court
    • The Church becomes preeminent in the realms controlled by the Arsilonians
Circa 900 of the Age
  • Rise of the Dragon Kings: three realms of Dragonspawn (with human underclasses) are established.
    • The Dragon Kings themselves are thought to be powerful human mages, but their true identity is unknown. 
    • It is rumoured that the Dragon Kings are followers of The Chained Colossus and seek to free Him.
987 – 1041 of the Age:
  • The War of the Dragon Kings
    • Rylindar and its allies – the Blue Elven realm of Ilmyria and the Dwarven Halls of Black Iron, as well as a number of human kingdoms – defeat the Dragon Kings, slaying one of them. 
  • The surviving Dragon Kings retreat to distant fastnesses.
Circa 1000
  • Founding of the Koronande Republic in Urdor by Lemka “the Lawgiver.” 
1272
  • The realm of Vorixia is established on Urdor by the Dragon King Vorix.
Circa 1050 – 2100 of the Age:
  • The “Golden Age” of Rylindar: a time of freedom, cultural vibrancy, and prosperity.
  • However, northern “Vilkhorith” sea raiders occasionally plague the realms of Aldena, as do orcish tribes from the “wild” islands near the continent.
    • But one tribe of orcs, the Ilgrim, abandons the chaotic violent ways of their peers, and establish a “civilized” realm on Aldena, the Kingdom of Ilgri
Circa 1400 of the Age:
  • The rise of the Vilkhorith Sea Empire: a great human power based in the Vilkhor Isles, to the northwest of Aldena and the west of the Morghain Isles.
  • The Sea Empire conquers parts of Aldena over the subsequent century. 
    • Much of the Morghain Isles also are conquered by the Empire.
1511 – 1567: The Empire-Mage War is fought between the Sea Empire and Rylindar.
  • After decades of struggle, the power of the Sea Empire is crushed by Rylindar.
  • The Republic’s Arcane Council plays a key role in this struggle; it becomes the main political power within Rylindar afterwards.
1570 – 1580:
  • The northwestern remnants of the Vilkhorith Sea Empire – the Vilkhor Isles – are conquered by the Dragon King Sulthrax
    • The new realm becomes known of the Sulthraxian Dominion.
  • The Vikhorith peoples in the Morghain Isles remain there and become intermixed with the indigenous Morghain humans.
    • The resulting people are referred to as simply the Northric (or “Norlings”).
  • One Vilkhorith tribe – led by the prophet Hathor – flees the tyranny of Sulthrax, and journeys to the southern island of Urdor. There the tribe establishes the kingdom of Hathor.
Circa 1600:
  • The Rylindar colony of Tantûrak is established on Urdor. It is the southernmost Arsilonian realm.
1639 – 1647:
  • The Blistering Plague ravages the human realms; at least one-third of the human population of the known lands is eliminated by the terrible disease.
1651 – 1662: 
  • Taking advantage of the weakened condition of the human realms following the Blistering Plague, orcish tribes from a number of islands near Adena, united under the half-orc warlord Forgrim “the Great,” invade a number of human lands.
    • The Orcish Forgrim Empire is declared following these conquests.
    • The Forgrim Empire absorbs the peaceful orcish realm of Ilgri.
    • Many Ilgrim flee to other lands to avoid the cruel reign of Forgrim
1712
  • The island human realm of Zyris (located off the eastern coast of Aldena) undergoes a revolution and declares itself a republic (in practice it is a plutocracy).
    • Over the next few centuries, The Zyrisian Republic becomes a dominant sea and mercantile power.
1789
  • Vorixia conquers the lands of Tuktan on the Isle of Urdor
  • The Vorixian forces are prevented from expanding further west by the Rylindar colony of Tantûrak
1802 – 1817: The Great Orcish War
  • Rylindar, the Zyrisian Republic, and the Dwarves of the Halls of Black Iron and the Halls of Bright Silver push back and greatly reduce the Forgrim Empire.
1901
  • A bright light emanates from the centre of the Tantûraki island of Ardinaak, slaying all who dwell upon it. Tantûrak abandons the isle, deeming it to be cursed.
1993-95
  • Tuktan – with the support of Koronande and Hathor – successfully rebels against Vorixia.

Circa 2050: The Rise of the Archmage N’veldar

2097
  • Final destruction of the remnants of the Forgrim Empire by Rylindar.
  • The archmage N’veldar renames the Rylindar Republic the Rylindar Imperium and declares himself Autarch.
2105
  • Many outer regions of the Rylindar Imperium secede.
  • Schism within the Solar Church: the part of the church located in the Rylindar regions that secede become known as the Church of the Free Sun and cease all official relations with the old church.
2106-2130
  • The Autarch engages in a number of wars with seceding regions of the Imperium. He succeeds in reabsorbing some lands, but others remain independent. Due to other pressures, he abandons further attempts to retake the lost lands.
2287
  • The First Rebellion within the Rylindar Imperium. It is cruelly crushed by the forces of the Autarch.
2421-2426
  • The Second Rebellion. This rebellion is more successful than the first, but eventually is defeated by the Autarch. Many rebels flee to the “free” Arsilonian lands away from Aldena.
2514-2545
  • The Great War: the Rylindar Imperium attempts to retake its lost lands, as well as absorb the other realms of humanity. A grand alliance is formed to oppose the Autarch.
  • Many terrible battles are fought over the subsequent three decades. Entire cities and lands are razed by the Autarch’s forces.
2545
  • Theft of the Blackfire Staff. The Autarch is greatly weakened. 
  • Over the subsequent five years the forces of the Autarch are pushed back to the original realm of Rylindar.  
2548
  • The Rylindar forces of Tantûrak are defeated by the allied realms of Koronande, Tuktan, Hathor, and Taaliraan.
  • Tantûrak is nearly destroyed, and the Rylindar Imperium subsequently has no presence in Urdor.
  • Northern Taaliraan is devastated in the process, however, and is largely abandoned by the Green Elves. It becomes known as the “Cursed Lands.”
2550
  • Final defeat of the Autarch’s forces. The city of Rylindar is destroyed. The Autarch disappears.


SECOND AGE OF HUMANITY 

1
  • Establishment of the Company of the Morning Star in the Cursed Lands of Urdor.

52-54
  • The southern reaches of Vorixia secede, led by the great Firbolg wizard Ulfor
  • The wizard is slain by the Dragon King Vorix but the secession is ultimately successful. 
  • The freed lands become known as the Free Cities of Ulfor.
111
  • The mysterious departure of the Dragon King Vorix from Vorixia
  • A ruling council of Dragonspawn nobles assumes control of the realm.
440-510
  • The Sulthraxian Dominion, still ruled by the Dragon King Sulthrax, conquers many coastal regions of Aldena (mainly former territories of the Rylindar Imperium).
  • The conquests eventually are stopped by the Zyrisian Republic and its allies, including the Firbolg realm of Nialb.
572-582
  • The tribes of the Mûmakan are united under a charismatic priest of Amaav named Pavos. The holy place of Amaru is built. The realm becomes a significant threat to its neighbours.
  • Pavos is mysteriously assassinated shortly after the construction of Amaru, and the realm once again descends into anarchy. 
    • (Every few decades a priest arises who claims to be the “true successor” to Pavos – but nothing has yet come of these efforts.)
Circa 650
  • The rise of the mysterious “Bird Masters” in the Morghain Islands: the “Prince of Rooks” and the “Queen of Hawks.” They establish realms on two different islands.
Circa 700
  • Arrival of the “Magician” in Tantûrak
797
  • Dwergar forces attack the Halls of Pale Steel in northern Urdor. 
  • Two of the Halls are conquered by the Dwergar, who establish the realm, the Halls of Zaruth.
848
  • One of the Halls (Grimhold) is recovered by the Dwarves of the Halls of Pale Steel.
887
  • The Green Death – a terrible plague – ravages both Aldena and Urdor. Only the Elves and Fey are unaffected.
999
  • The Autarch announces his return in Aldena and takes control of the partially rebuilt city of Rylindar.
1000
  • The Present.




29 January 2025

The Lord of the Rings film trilogy with live music

This was one of the most enjoyable experiences I’ve had in recent years: watching Peter Jackson’s film trilogy, The Lord of the Rings, accompanied with live music -- in the case of The Return of the King, the FILMharmonique Orchestra, along with the Amadeus Choir, the Bach Children’s Chorus, and soloist Kaitlyn Lusk -- at Meridian Hall in Toronto. One film was shown each January over the past two years (The Fellowship of the King in 2023, The Two Towers in 2024, and most recently The Return of the King in 2025).  

Although I have my criticisms of specific aspects of the films (the portrayal of Denethor especially rankles), overall, they do a great job of capturing the look and feel of Middle-earth, and the spirit of the novels. Visually and musically, they are amazing -- the Howard Shore score is singular. It’s hard to describe just how much live music added to the experience.



Some people were dressed up as characters from the films. A few people complimented me on my "I survived Helm's Deep" hoodie.

12 January 2025

My Life in Roleplaying Games: 2024 and 2025

As we head into 2025, here are some brief reflections on my role-playing activities in the recent past and near future.


I've been really enjoying running two Against the Darkmaster (VsD) campaigns, one in Middle-earth (“Against the Witch-King”), and one in my homebrew "Ukrasia" setting (“Against the Court of Urdor”). Both will continue into 2025, although I expect that the Middle-earth one will wrap up sometime this summer (but perhaps not, as these things are difficult to predict, at least for me).

Many of my fondest gaming memories are of the Middle-earth Roleplaying (MERP) and (to a lesser extent) Rolemaster adventures that I ran back in the day. These were mainly in high-school during the mid-late 1980s, but with sporadic sessions later, eventually petering out completely around 2000 (after a brief campaign that was aborted due to a problematic player). In recent decades, my collection largely sat on my shelves or in storage, although I would regularly flip through the books to mine for ideas or simply for the sake of nostalgia.

As I’ve explained before here, Against the Darkmaster plays a lot like a modified and updated MERP, especially with its vivid critical hits and its complex but immersive combat system. VsD streamlines some of MERP’s clunkier mechanics (especially regarding skills, combat, and experience) and introduces “drive points,” all changes I that like and hence my use of it instead of MERP. Nonetheless, the two systems are close enough that it’s easy to use MERP material for VsD. 

This experience made me realize that I was foolish to have ever shelved the original game simply because it was out-of-print. (That’s not to say that there aren’t new games that I like a lot and want to try out – but obviously that doesn't preclude cherishing and playing the older games as well.) My recent experience with VsD reminds me of how I felt almost two decades ago, when the “Old School Renaissance” (OSR) was really getting going, and I realized that it was perfectly fine to prefer “Gygaxian” Advanced Dungeons and Dragons (and “Basic/Expert” D&D) over the then-in-print 3rd edition, despite the widely touted “improvements” of the more recent version. After running two 3e campaigns and finding them to be slogs, especially once the player characters reached fifth level or so, this realization was liberating and exciting. (My recent experience running a 5th edition campaign made me decide never to do so again. If I run “D&D” in the future, I’ll likely just employ a tweaked version of good old Swords & Wizardry. Wanting to share my house rules for S&W is what inspired me to start this blog in the first place, almost fourteen years ago.)

So Against the Darkmaster has made me happy to be a Game Master again. I'm enjoying it enormously and look forward to seeing how things unfold this year!

Outside of my role as GM, I'm always excited to play Mythras, and look forward to (probably) doing more of that later this year. (Last summer I played in Mythic Greece and Lyonesse “one shot” sessions and had a blast. And last year one of my groups wrapped up a long-running Mythras adaptation of the Beyond the Mountains of Madness campaign.)

More generally, beyond the particular games I’m playing at the moment, I very much appreciate the two gaming groups I’m in and am grateful to have the friends who participate in them. I also delight in the ways that players’ decisions can make the role-playing games go off in entirely unanticipated, novel directions – that’s not something you can find in any other hobby of which I'm aware, and it can be magical!

01 January 2025

Happy 2025 and some pictures from Scotland

Happy 2025! I hope you all have a year filled with thrilling adventures. 

As I mentioned last September (in my post on the Kirkyard of St. Cuthbert), I spent a few weeks in Scotland last August. Here are a few more pictures from that trip to begin the new year. I think that some of them could be used as visual aids in a fantasy role-playing campaign.


[Eilean Donan]


[Battle of Culloden monument]


[Some ruins of Urquhart Castle overlooking Loch Ness]


[A wall of Urquhart Castle overlooking Loch Ness]


[A hill on the Isle of Skye]


[Mealt falls on the Isle of Skye]


[Some Skye locals]


[A rare picture of the Akratic Wizard (in Plockton)]


31 December 2024

Role-playing Games mystify those who have never played them

I think that this article, “The Most Dangerous Game: At 50, Dungeons & Dragons is more popular than ever — and still misunderstood” by Andrea Long Chu, is quite good. It’s really about role-playing games in general (which, for most people who don’t play them, and also — sadly — many who play only D&D, is synonymous with D&D). It does a solid job in explaining why the activity is so inscrutable to those who never try it. Next time some “normie” asks me about this crazy hobby of mine, I might just send them this article.


26 December 2024

Mythras Miscellany

I thought that I would mention two cool things for Mythras that might be of some interest.

The first is the Unearthed Companion for Mythras Classic Fantasy. Here’s the blurb from the Design Mechanism folks: 
Delve deeper than ever before, with the Classic Fantasy: Unearthed Companion, the highly anticipated expansion for Mythras Classic Fantasy! 
Classic Fantasy has become a popular branch of the Mythras family, blending the Mythras rules with traditional dungeoneering adventure mechanics. The Classic Fantasy core book presented everything needed for Ranks 1 to 3. This volume, long in the making, expands Classic Fantasy to Ranks 4 and 5, with updates and expansions to certain rules, but more importantly providing the additional magic, monsters and treasure for higher Rank characters and adventures. 
Unearthed Companion is compatible with Classic Fantasy core, and Classic Fantasy Imperative.  
More information here.


Classic Fantasy provides rules and guidelines for running Mythras games with the flavour of “Gygaxian” Dungeons & Dragons (i.e., first edition AD&D). Why do this? Perhaps you like the ethos and adventures of early TSR-era D&D/AD&D – but like combat to be interesting.

I have yet to play Classic Fantasy myself. But I’d be interested in running a short campaign using it someday, perhaps focused on an adapted version of a classic AD&D or D&D module (like Tom Moldvay’s The Lost City or the Saltmarsh series).

The second item is something that hopefully will be coming out in 2025: Mythic Armorica.


I assume that this will be a supplement for Mythic Britain (but am not certain about that).

Anyhow, Happy Boxing Day!

19 December 2024

Fight On! has a new website

FYI: The original Old School Renaissance fanzine Fight On! has a new website.



06 December 2024

Against the Court of Urdor - Part 4

The Broken Temple, the Dread Wolves, the Tower of the Morning Star, and Soggy Fields.

February 1000 2AH (Second Age of Humanity): 1st – 12th. 
(A recap of the adventure so far.)

In Part 1 of this saga, our protagonists – Einar Quicksilver, the Green Elf scout of Koronande, and Kiren Hammerstone, the Dwarf animist of the Halls of Pale Steel – were captured and compelled by the Tantûraki wizard Zepheus to infiltrate the barrow of the Green Elf Prince Berethil. The ghost of Berethil, however, helped to free the adventurers from Zepheus’s control. In return, Einar and Kiren swore an oath to return the White Crown of northern Taaliraan to the prince’s sister, Queen Blàithnaid.  

In Part 2, after Einar and Kiren fled the spider-infested jungle of the Weblands and entered the Cursed Lands, they encountered three of the members of the Company of the Morningstar: the Kirani ranger Karos, the Hathorian wizard Evrix, and the Tantûraki scout Zephyr. Einar and Kiren then travelled to Korlax’s Haven. There they agreed to help the bard Blarth recover his silver harp from a vile band of redcaps. Alas, poor Blarth was slain by a ghoul in the process, but the heroes freed two prisoners: the half-orc Krumm and the pixie Neriss.  

In Part 3, the duo, now accompanied by Neriss in the guise of a young elf, travelled to Triumvir Town, where they met Jabbo “Far Walker” and Xerric the Loremaster, among others. They then journeyed to the village of Dawnfell, where Neriss was taken captive by the town’s ruler Brynjar. Using the pixie as a hostage, Brynjar demanded that Einar and Kiren recover the village’s protective artifact, the “Dawnchime” – which has the power to repel trolls – from the elves of the Crystal Glade. At the Crystal Glade, Einar delivered his aunt Yvenna’s necklace to his cousin Nuriel, leader of the elvish enclave. The two adventurers also learned that the elves do not have the Dawnchime, and that their own protective artifact, the “Dragon’s Eye,” had been taken by troll raiders only a few days earlier. From Agandis, a human (Kirani) prisoner of the elves, Einer, Kiren, and Nuriel learned that a deal had been arranged between a band of brigands named the “Dread Wolves” and the trolls. The bandits had agreed to steal the Dawnchime, using their spy in the town, Hamrick Tallowfoot. In return, the trolls agreed to take the Dragon’s Eye. The deal had been arranged by none other than the vile magician Zepheus, who seeks the elvish artifact for his own dark plans! 

[Map of the Cursed Lands]

February 1000 2AH: the 13th day.  

Accompanied by the Wyrdwood guardian Aleisa and the intelligent macaw Quiss, the adventurers journey through the jungle to the Broken Temple, which lies only a mile and a half to the north of the Crystal Glade. En route Kiren chats amiably with the bird, while Einar and Aleisa exchange furtive glances. As they near the temple, Kiren notices that the group is being followed by a large gorcrow. Aleisa fires at it but misses, and the gorcrow flies away to the northwest.

[Aleisa]

Near the Broken Temple the band comes across an abandoned cart. Einer discerns that the tracks came from the east-southeast. Consulting the regional map that they had found the previous day at the wood gatherer’s cabin, the heroes infer that the cart likely had come from Dawnfell. The Green Elf also finds troll and human footprints around the cart.


[Dawnfell region]

The party investigates the Broken Temple. They are immediately attacked by a panther and two trolls! The panther is quickly dispatched by the trio, but the trolls hurl great stones at them from within the temple. Using his soul soothing magic, Kiren calms the trolls momentarily. While trying to flee, the leader Urgusk is savagely killed by the Dwarf, whereas the other troll, Prugg, is granted mercy by Einar. The Green Elf of Koronande convinces Prugg to reveal the treasure they seek. The troll helps the adventurers evade a trap involving Darkshrike spores. The group then loads the Dawnchime onto the cart that they had located earlier. They learn from Prugg that the Dread Wolves had recently exchanged the Dragon’s Eye for the Dawnchime, and that the former item likely is still with the brigands. The troll also explains that the gorcrows are used as spies by the brigands. (The adventurers infer that this is no doubt a “gift” from their nemesis Zepheus.) In return for his help, Prugg is granted his freedom – but only after he spends the rest of the day in stone form. Exposing himself to a ray of light that breaks through the jungle canopy, the troll is petrified until nighttime.

[Urgusk the troll]

The group explores the ruined temple. Einar recognizes statues devoted to four deities of the Solar Court: Amithos (God of the sun and justice; ruler of the Solar Court), Ulrika (Goddess of war and strategy), Vanimos (God of knowledge and secrets), and Zerrick (God of discipline and control). The Green Elf also recognizes a painting of the dreaded Autarch N’veldar and his legions. It depicts a battle from the final years of the First Age of Humanity. Kiren burns the painting in disgust. The group also comes across a great hide used by the trolls as a rug. Kiren identifies the hide as belonging to one of the Uvag-Aak, a terrible race of vampiric apes that dwell deep within the jungles and forest around the Ûsakan Bay

The party travels back to the Crystal Glade with the Dawnchime. There the trio consults with Nuriel. The leader of the Crystal Glade recommends that Kiren and Einar travel to Dawnfell and negotiate with Brynjar. She also suggests that the Green Elf Orin accompany them, as he is fluent in both the Hathorian and Kirani tongues, and used to interact regularly with the humans of Dawnfell before the two peoples became estranged. Orin is keen to return to the human settlement after so many decades, as he craves the substance known as “cheese,” which (tragically, in his opinion) elves do not create. Aleisa will lead a band of Green Elf archers to the bandit camp and lie in wait for the party there.

After a brief rest the group travels to Dawnfell. There the group meets with Brynjar. Einar explains what happened with respect to the Dawnchime; he is backed up by the charming Orin. Impressed by the return of the Dawnchime and the elves’ harrowing tale, Brynjar releases Neriss and agrees to work with the Crystal Glade to recover the Dragon’s Eye from the Dread Wolves. The thane also decides to send five soldiers from the village to aid in the recovery mission. 

Einar, Kiren, Orin, and Neriss retire to Hathor’s Staff inn. There they relax and Orin consumes a wheel of cheese. He then tells the adventurers a saucy tale involving a pixie queen and an elf knight. Neriss turns bright red and looks longingly at poor Einar.

February 1000 2AH: the 14th day.  

Before the sun rises, the party heads north with the five soldiers from Dawnfell. To his profound irritation, Einar notices that a gorcrow is following the party.

When the party reaches the bandit camp a Green Elf scout updates the party. Elves from the Crystal Glade stand guard hidden in the trees around the campsite. 

The leader of the Dawnfell soldiers, Güntar, demands the surrender of the Dread Wolves. The hidden elves fire several arrows into the camp area to unnerve the bandits. Vargas emerges cautiously from his hiding place and demands an oath from Güntar that the bandits’ lives will be spared if they surrender. Reluctantly, the warrior agrees. Vargas then explains everything he knows about the involvement of Zepheus and the deal with the trolls. He also confirms that the bandits’ spy in the village is the farmer Hamrick Tallowfoot. It was Hamrick who stole the Dawnchime for the bandits and brought it to the trolls. The adventurers also recover a map and note from Vargus. The note is from Zepheus and offers the bandits one-thousand jade pieces and a blade of “black ice” in exchange for the Dragon’s Eye. As Vargus conveys these items and information, Kiren notices a gorcrow spying on the campsite. A Green Elf fires at the gorcrow but misses; the malevolent corvid flies away.

[Vargus, leader of the Dread Wolves]

The elves depart, returning to the Crystal Glade with the Dragon’s Eye. Taking the bandits as prisoners, the adventurers and men return to Dawnfell. There, Brynjar pronounces his punishment. The bandits’ lives are to be spared – as promised by Güntar – but their ability to cause mischief will be thwarted by the removal of their left eyes. In addition, the members of the Dread Wolves are to serve the village as labourers for ten years. Bynjar lets the heroes keep Vargus’s magical pendant as a reward for their aid and offers a reward for the return of the traitor Hamrick.  

[Hamrick the traitor]

With the assistance of Güntar and Neriss, the adventurers track down Hamrick. After slaying a wolf and another bandit, the group returns to Dawnfell with Hamrick as their prisoner, whom they turn over to Brynjar. As rewards for their services, the thane gives Neriss a superior short bow, Einar a superior leather helm (specially designed so as to impose no perception penalty), and a trained falcon named Miranda to Kiren

The party then retires to the Hathor’s Staff inn to deliberate about what to do next. While enjoying their drinks, the dwarf animist casts “Animal Companion” on the falcon and the two become bonded. Kiren is delighted with his new feathered friend.

February 1000 2AH: the 15th day.  

The party returns to the Crystal Glade with Orin – now filled with human-made cheese. Nuriel greets them warmly and promises them accommodation within the settlement anytime they need it (the Crystal Glade is forever a “safe haven” for the group). 

Grizzy the gnome urges Nerris to return to the secret Faerie Mound (located near the Crystal Glade) as her brother Nerro wishes her back. After some gentle nudging from Einar, who tires of the pixie’s childlike infatuation with him, she agrees. But she gives the Green Elf her magic whistle – when blown, Nerris will hear it and know where Einar was located when he used it. She promises to find him if he ever uses it. The pixie then departs for the Faerie Mound, tears in her fey emerald eyes.

[Neriss]

February 1000 2AH: the 16th and 17th days.  

Grizzy teaches the spell lore “Mastery of Plants” to Kiren. Meanwhile, Einar pursues less intellectual endeavours, and enjoys the gratitude and company of Aleisa.

February 1000 2AH: the 18th and 19th days.

The duo leaves the Crystal Glade. They return to Dawnfell and then go to Triumvir Town. While in Triumvir Town, Einar and Kiren meet with the Arsilonian scholar Xerric, and tell him about their recent adventures. Impressed, Xerric sells his magical backpack to Kiren for a reduced price. Back at the Evening Feast Inn, Jabbo “Far Walker” congratulates the adventurers on taking out the bandits, and Kiren introduces his falcon to Marda the innkeeper.

February 1000 2AH: the 20th and 21st days.

Einar and Kiren journey north to the Tower of the Morning Star. They reach it as evening falls and stay at the tower’s inn, The Evening Star. There the party learns from the innkeeper Daileen that one member of the Company, Zephyr, was recently killed. The duo also speak with the Hathorian bard Lena. She recalls poor Blarth and is sad to learn of his death. 

[Daileen]

The next day the party meets with several members of the Company of the Morning Star

Bleys, the Hathorian wizard (and apprentice to Evrix).

Karos, the Kirani ranger (whom the adventurers had met before). 

Ketta, the Halfling scout and spy.

Onshay, the Dwarf “intelligence master” of the Company.

Ulxor, a Tantûraki herbalist and scholar.

Wyland, a Blue Elf warrior.

Karos explains that after meeting with the two adventures just over two weeks ago (February 5th and 6th), he, Evrix, and Zephyr launched an assault on the encampment of the vile Zepheus. While most of the necromancer’s warriors were easily dispatched, one turned out to be a vampire which slew Zephyr. While Karos and Evrix dealt with the loathsome demon, Zepheus managed to escape. Hence the attack was a failure. The ranger also tells the duo that Evrix subsequently travelled south to Taaliraan in order to consult with the wise and powerful Blue Elf lord Laurre Menelrana. The wizard Bleys cautions the party to avoid vampires if at all possible. Contrary to common folklore, vampires are not “undead” but rather powerful demons.

While partaking of the Company’s high-quality wine and bread, Kiren and Einer relate their recent activities, including helping to heal the rift between the villages of Dawnfell and the Crystal Glade, and uncovering the involvement of Zepheus in the troubles there. They also reveal the location of Zepheus’s base in the Wilder Woods to the west of the Cursed Lands. The Company is suitably impressed by all this information – and by Kiren’s charmingly earnest desire to help all “good people work together.” 

The adventurers then mention their plan to travel to Misty Vale in order to return the white branch crown to Queen Blàithnaid, whom they believe is magically hidden on an island within the lake near the town. The Company tells them that a friend of theirs – Nevynn “the Wise” – lives in Misty Vale, and that the party should seek his counsel if possible. Ulxor writes a letter of introduction for the party. And with that, the council ends. 

Shortly afterwards, Einar and Kiren leave the Tower of the Morning Star and spend a few hours walking to the town of Soggy Fields. Most of the townsfolk are Tantûraki. Indeed, the duo learns that the town was settled three centuries ago by six wealthy families that had fled Tantûrak due to their opposition to the “Magician.” The townsfolk later were joined by a tribe of halflings from Dûshera. Soggy Fields is now one of the larger towns in the Cursed Lands. It is governed by a ruling council of six Tantûraki and one halfling (“The Council of Seven”).   

Reaching the town in the late afternoon, the duo encounters a priest named Zedric within the main square. The priest is imploring the townsfolk to rejoin the Church of the Solar Court. However, as committed members of the Church of the Free Sun, the people of Soggy Fields ignore the bellicose proselytizer.

[Zedric]

The duo wander about town for a while, visiting the Last Drop Inn. There they chat with a roguish one-eyed halfling publican named Zhurlo, who is saddened to learn of Blarth’s death. The adventurers then visit the Chapel to Amithos and Fiona. There they speak with Hierarch Staven and learn more about the conflict between the Church of the Solar Court and the Church of the Free Sun (Staven belongs to the latter). Both Churches are devoted to the deities of the Solar Court, but the Church of the Free Sun broke away from the Church of the Solar Court in the 2105th year of the First Age of Humanity, after the Autarch N’veldar proclaimed the Rylindar Imperium. The Hierarch worries that religious strife may be coming to the Cursed Lands due to increased meddling by Tantûrak.
 
Finally, Einar and Kiren retire to the Blazing Hearth Inn.

Notes:

The master page for the World of Ukrasia and this campaign is here. (Links to other log posts can be found on the master page.)

The “Court of Urdor” setting (including the central part of the island) draws upon – but significantly modifies – ICE’s 1981 Court of Ardor campaign module by Terry Amthor. The map of the “Cursed Lands” is from the module’s main map, by Peter Fenlon. (I added a number of new locations to the “Cursed Lands” map – it should be obvious which ones are not part of the original map.)

Queen Blàithnaid is from the Against the Darkmaster core book. Nuriel, Brynjar, and other materials concerning Dawnfell and the Crystal Glade are from the Silence of Dawnfell adventure for VsD. The pictures of Urgusk and Vargas also are from that adventure. I have extensively modified both adventures for this setting and campaign. The map of the Dawnfell region is my own but draws upon the version found in the book.

The picture of Karos is from the Baldur’s Gate II Enhanced Edition CRPG. The other colour portraits are from various fan-made mods for that CRPG.

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).