Lords of the Cruth Lowlands - Vaults of Pandius

Lords of the Cruth Lowlands - Vaults of Pandius Lords of the Cruth Lowlands - Vaults of Pandius

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Atlas of the Lowlands sacred to the Lord of the Light, and she chose the city to hide a very powerful artifact, a constellation map whose purpose was to slowly absorb magical power and bring eternal night to the world. In the Taymoran language, the city was named Kosmoteiros, “Signs of the Universe”. When the war between followers of Nyx and Thanatos was at its height, a powerful army in service of the Dark Lord conquered the city with the ultimate goal of stealing the artifact. To prevent it, the priests of Nyx destroyed the temple, opening a chasm to the dephts of the earth. The struggle for the artifact would have continued, but the destruction of Taymor also destroyed any memory of the city and its secret. The People of the Night, survivors of Taymor, and later the Traldars and Hutaakans considered the place cursed, naming it Koskatep in the Hutaakan language. But, obviously, Nyx and Thanatos have not forgotten, and neither has Ixion. Many times during the centuries the three Immortals have sent priests and adventurers to Koskatep, to retrieve the artifact or prevent others from recovering it or, in the case of Ixion, to protect even more ancient secrets. However, in 998 AC the Sons of Night established a stronghold among the ruins, manned by a fraternity of Darkers in control of the entire sect in Karameikos, under the leadership of Anna Exoter. The Darkers have recovered the artifact of Nyx, and collected a large amount of arcane lore and magical items. However, they are still unable to use the artifact itself. The Darkers are served by all manners of undead, both intelligent and mindless, and use constructs and traps to guarantee the security of their vaults from both adventurers and monsters. 17

Masters & Marauders Masters & Marauders This section provides writeups for individual monsters and NPCs from the Cruth Lowlands region. Several NPCs are adapted from the “Riverfork Keep” article to the Classic D&D rules. Dragons of the Cruth Lowlands Ulnag is a Small Red Dragon almost ready to ascend to the Large category (14 HD). Ulnag is independent from the two major draconic kingdoms of Karameikos, Azemur and Argosyl, and styles himself dragonking of Ulnagaar, even though he has only few vassals, among whom Ahkriin. Ulnag is neutral towards all the other dragons of the area, but wary of Azem. Ulnag has a mutual defense agreement with the Hill Giant chief, but is not likely to honor it if the giants appear weaker than their foes. Krolovaash is a Small Green Dragon (10 HD), a son of Argos and a vassal of Azem. He greatly envies the shapechanging powers of Azem and her western Gold Dragon vassals. Thus, he has been studying shapechanging magics. Krolovaash believes that the Turnwood can give him innate shapechanging powers. Krolovaash is on bad terms with both Ahkriin, his foolish hatch-sister, and Vulomar, who appears to be constantly looking for a casus belli, and often sends her followers to provoke him. Krolovaash himself has no followers, but Vulomar, a Large Black Dragon (12+3 HD) is the dragon lady of the Blight Swamp. She was bound to Azem a century ago, during the Thyatian invasion, but greatly resents the interference of the Gold Dragon and her more loyal followers. Azem constantly keeps an eye on her and her small clique of Black followers (three 7 HD small Black Dragons). Vulomar is petty and aggressive. She controls the Lizardmen tribes of the Blight Swamp, to whom she appears as a god, and is trying to force the local trolls into her service as well. Ahkriin is a Small Green Dragon (8 HD), Krolovaash’s hatchmate, and a vassal of Ulnag. Ahkriin is rather foolish, contrary to her brother, and has botched all her attempts at the Ceremony of Sublimation. Emboldened by the knowledge she’s Mighty Argos’ daughter, Ahkriin has always been overconfident, which has allowed Ulnag to bind her. Ahkriin’s pride was very much wounded by the defeat, and reminding her of it or her vassalage will send the dragon in a great rage. She vents her rage on the local Ogres, who steer clear of her lair. Religious Leaders Fridus, Paulus (Cleric 5 of Vanya, L), Chaplain of the “Fury of the West” and Vicar of Riverfork, is the highest authority of the Church of Karameikos in the region. Chaplain Fridus is half-Hattian, and is a member of Alfric Oderbry’s faction, though not an especially extremist one. He does favor Thyatians over Traladarans, and believes the region needs to be settled and divided into fiefs, assigned to Thyatian nobles. He views Traladaran nobles as potential enemies of the royal family. Buqumius, Mahmud (Cleric 3 of Tarastia, L), Chaplain of the First Company at Riverfork, is Fridus’ second in command. A much more laid back individual than his superior, Mahmud has obvious Tel Abkiri ancestry. He is fascinated by the historical figure of General Alharbius, and he likes playing strategy games. Dobra, Grygori (Cleric 3 of Halav, L), village priest of Gorica. Grygori is also the patriarch of the Dobra family, and owns a large farm in Gorica. The village is a quiet place, mostly shielded from goblinoids and 18

Atlas <strong>of</strong> <strong>the</strong> <strong>Lowlands</strong><br />

sacred to <strong>the</strong> Lord <strong>of</strong> <strong>the</strong> Light, and she<br />

chose <strong>the</strong> city to hide a very powerful<br />

artifact, a constellation map whose<br />

purpose was to slowly absorb magical<br />

power and bring eternal night to <strong>the</strong> world.<br />

In <strong>the</strong> Taymoran language, <strong>the</strong> city was<br />

named Kosmoteiros, “Signs <strong>of</strong> <strong>the</strong><br />

Universe”.<br />

When <strong>the</strong> war between followers <strong>of</strong> Nyx<br />

and Thanatos was at its height, a powerful<br />

army in service <strong>of</strong> <strong>the</strong> Dark Lord<br />

conquered <strong>the</strong> city with <strong>the</strong> ultimate goal<br />

<strong>of</strong> stealing <strong>the</strong> artifact. To prevent it, <strong>the</strong><br />

priests <strong>of</strong> Nyx destroyed <strong>the</strong> temple,<br />

opening a chasm to <strong>the</strong> dephts <strong>of</strong> <strong>the</strong><br />

earth. The struggle for <strong>the</strong> artifact would<br />

have continued, but <strong>the</strong> destruction <strong>of</strong><br />

Taymor also destroyed any memory <strong>of</strong> <strong>the</strong><br />

city and its secret. The People <strong>of</strong> <strong>the</strong> Night,<br />

survivors <strong>of</strong> Taymor, and later <strong>the</strong> Traldars<br />

and Hutaakans considered <strong>the</strong> place<br />

cursed, naming it Koskatep in <strong>the</strong><br />

Hutaakan language.<br />

But, obviously, Nyx and Thanatos have not<br />

forgotten, and nei<strong>the</strong>r has Ixion. Many<br />

times during <strong>the</strong> centuries <strong>the</strong> three<br />

Immortals have sent priests and<br />

adventurers to Koskatep, to retrieve <strong>the</strong><br />

artifact or prevent o<strong>the</strong>rs from recovering<br />

it or, in <strong>the</strong> case <strong>of</strong> Ixion, to protect even<br />

more ancient secrets.<br />

However, in 998 AC <strong>the</strong> Sons <strong>of</strong> Night<br />

established a stronghold among <strong>the</strong> ruins,<br />

manned by a fraternity <strong>of</strong> Darkers in<br />

control <strong>of</strong> <strong>the</strong> entire sect in Karameikos,<br />

under <strong>the</strong> leadership <strong>of</strong> Anna Exoter. The<br />

Darkers have recovered <strong>the</strong> artifact <strong>of</strong><br />

Nyx, and collected a large amount <strong>of</strong><br />

arcane lore and magical items. However,<br />

<strong>the</strong>y are still unable to use <strong>the</strong> artifact<br />

itself.<br />

The Darkers are served by all manners <strong>of</strong><br />

undead, both intelligent and mindless, and<br />

use constructs and traps to guarantee <strong>the</strong><br />

security <strong>of</strong> <strong>the</strong>ir vaults from both<br />

adventurers and monsters.<br />

17

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