Friday, April 13, 2018

Lux Tenebris: The Road West...

The woman standing at the marble table, bent over a map of western Nur, was beautiful. Her ebon skin stood out in stark contrast to the silver-white locks tumbling over her shoulders. As the Chief Archivist watched, the woman absently reached up and pushed her long hair over her shoulder.
She's let it grow out, thought the Chief Archivist. She feels safe enough here to relax her guard a bit, to indulge in longer hair.
The Chief Archivist felt a flash of regret at that realization. Nevertheless, she cleared her voice.
The drow turned, one hand going automatically to the point of her hip where her blade would have rested. She had turned it in when she walked through the Archive's doorways, but old habits were hard to break.
"Chief Archivist." The drow woman's voice was low and pleasant, barely tinged by the curious accent of her people. "To what do I owe the pleasure?"
"I'm told you're planning a trip, Malora."
"Word travels quickly here," remarked the drow. She arched her pale brows and glanced at the room's high marble ceiling. "You'd almost think some people didn't have anything else to do but gossip."
The Chief Archivist just smiled and stepped up to the table.
"You're heading west?"
"Yes," said Malora. She traced a route, west and then south. "To Moontree."
"You're taking the Old Road. The new trade road would be faster."
"And more traveled," said Malora. "I would rather spend more time on the road and less time explaining my bonafides and fending off every idiotic bravo with a sword."
The Chief Archivist nodded. She tapped a section of the map. "I'd avoid Orvald, if I were you. The dwarves there aren't the friendliest folk in the Graytooth Mountains."
"I've heard. I'm going around."
"Some of that road hasn't been maintained in years," cautioned the Chief Archivist.
"I've traveled through rough terraine before, Chief Archivist. I'll be fine."
"No doubt."
"Was there some other reason you wanted to see me?"
"Yes, actually. There was. I would like to commission your services."
"For what?" asked the Iron Rose.
"I'd like you to deliver a sealed message to a friend. His home is on your route."
"And the reason you want to hire me instead of a more . . . traditional courier?"
"The message is sensitive and personal. I require someone of discretion to deliver it. As you yourself said, some people have nothing better to do than gossip."
"I'm not cheap."
"I know," said the Chief Archivist. "I believe this will cover the cost."
She produced a small leather purse and handed it to the drow. The Iron Rose glanced inside the bag. Her expression gave nothing away, but when she spoke her voice held a note of suspicioun.
"This is more than enough for a simple courier job."
"I know," said the Chief Archivist. "Will you do it?"
"I suppose so," said the Iron Rose. She tucked the purse away. "I'm leaving tomorrow. I'll stop by and pick up your message in the morning and you can give me the details."
The Chief Archivist nodded and, smiling, went on her way.
* * * * *
The next morning, after she had seen off the drow, the Chief Archivist made her way to her personal office. She was not surprised to discover she had a visitor.
Lukus Swann, the Regent of Fallen Baramir, stood at the west-facing window. He spoke without turning around.
"She's off, then?"
"Yes," said the Chief Archivist. She moved to her desk, seated herself in the fine dragonbone chair behind it. "I don't like this, Lukus."
"I know, Selne," said the Regent. "But we have no choice. The war isn't over. This is just a pause. Everyone is catching their breath.  The Empire is fortifying its position in the east and our neighbors are itching to take the fight to them.  I've even heard rumors that Goldsun and Darkwater may join the campaign."
"Darkwater makes sense, but I'm surprised Goldsun would deign to involve themselves in the affairs of the lesser races."
"Not everyone in Goldsun shares your father's prejudices, my dear."
"You could have spoken to Malora yourself," said the Chief Archivist. "Why I let you talk me into acting as your intermediary is beyond me."
"There are too many people watching the Iron Rose and me. If I'd employed her directly can you imagine what the rumormongers and whisperers would make of it?"
"You're paranoid."
"I'm prudent," said Swann.
"You're asking Isteban Mirelle to come back to Fallen Baramir. That's not what I would call a prudent move, Regent."
"I think we'll need him," said Swann. "And he owes us. Me, at least."
"This won't make you any friends when people find out," cautioned the Chief Archivist.
"Yes," said Swann. "Well, friendship isn't what I'm interested in right now."
"Then what?"
"Survival," said the Regent.

Thursday, April 12, 2018

Lux Tenebris: Bora Drakeseye


BORA DRAKESEYE, L4 Mountain Dwarf Sorceress

STR     15 (+2)
DEX    16 (+3)
CON   19 (+4)
INT     13 (+1)
WIS     17 (+3)
CHA   20 (+5)
HP       38
AC      16 (Unarmored)

Traits
Darkvision
Dwarven Resilience
Stonecunning
Languages: Common, Draconic, Dwarvish

Proficiencies (+2)
Armor: Light, Medium
Weapons: Battleaxe, Handaxe, Throwing hammer, Warhammer, Daggers, Darts, Slings, Quarterstaffs, Light x-bows
Tools: Brewer's tools, Cards, Thieves' tools
Saves: Constitution +6, Charisma +7
Skills: Deception +7, Intimidation +7, Persuasion +7, Stealth +5

Feats
Criminal Contact
* * *
Sorcerous Origin: Draconic Bloodline
            - Draconic Ancestry: Blue
            - Draconic Resilience
Font of Magic (4 Sorcery Points)
Metamagic: Empowered Spell, Subtle Spell

Spellcasting
Spells Known: 5
Spell DC: 15
Atk Mod: +7
At-Will(5): Dancing Light, Fire Bolt, Mage Hand, Ray of Frost, Shocking Grasp
L1(4): Burning Hands, Detect Magic, Magic Missile
L2(3): Alter Self, Shatter

Equipment
Handaxe. Melee. +4 to hit; deals 1d6 +2 slashing; Light, Thrown (20/60)
Daggers (2). Melee/Ranged. +5 to hit; deals 1d4 +3 piercing; Finesse, Light, Thrown (20/60)
An arcane focus, an explorer's pack, a crowbar, a set of dark clothes including a hood, a belt pouch containing 15g.

There isn't much organized crime in Orvald. Dwarves are, by inclination, a lawful bunch. However, there are always exceptions, and the organized criminals in Orvald usually have some connection to Bora Drakeseye.
She's the eldest daughter in a dwarven family rumored to have dragonsblood flowing through their veins. That would explain the family's propensity for sorcery, as well as their peculiar crimson eyes. Bora has inherited both traits, she's also inherited control of the family's extralegal endeavors.
The City Watch knows Bora is the leader of a gang of smugglers and thieves, but they've never been able to prove it.  Bora is too cautious to get caught easily and she'll dump a load of stolen merchandise before getting caught and thrown into the city's dungeons.
She spends most of her time in a small tavern the family runs called The Weeping Widow. Bora is the dwarf woman with crimson eyes sitting in the back, surrounded by shady characters.
Every few years some overambitious newcomer tries to replace Bora. These wannabes don't last long. Bora's gang is fiercely loyal to her and she to them.
Recently, Bora was approached by the Veil. They're interested in forming a partnership with her, as Bora has access to places and people that the Veil does not.  Bora knows dealing with the Veil could get dicey, but she's confidant that if she keeps her head and doesn't get greedy, the partnership could be extremely profitable for everyone involved.


Tuesday, April 10, 2018

Lux Tenebris: Sir Iaro Pruzor

SIR IARO PRUZOR, L13 Mountain Dwarf Paladin

STR     20 (+5)
DEX    10 (+0)
CON    16 (+3)
INT      12 (+1)
WIS     10 (+0)
CHA    20 (+5)
HP       121
AC       17 (Chain Mail & Shield)

Traits
Darkvision
Dwarven Resilience
Stonecunning
Languages: Common, Dwarven, Undercommon

Proficiencies (+5)
Armor: All armor, Shields
Weapons: Simple, Martial
Tools: Chess set
Saves:Wisdom +5, Charisma +10
Skills: Athletics +10, History +6, Intimidation +10, Persuasion +10

Feats
Retainers
* * *
Divine Sense
Lay on Hands
Fighting Style: Protection
Divine Smite
Divine Health
Sacred Oath: Devotion
- Oath Spells
- Channel Divinity: Sacred Weapon or Turn the Unholy
- Aura of Devotion
Extra Attack (+1)
Aura of Protection
Aura of Courage
Improved Divine Smite

Spellcasting
Spells Known: 11
Spell DC: 18
Atk Modifier: +10
L1(4): Protection from Evil/Good, Sanctuary, Searing Smite, Shield of Faith, Thunderous Smite, Wrathful Smite
L2(3): Lesser restoration, Zone of Truth, Branding Smite, Magic Weapon, Protection from Poison
L3(3): Beacon of Hope, Dispel Magic, Crusader's Mantle, Magic Circle, Revivify
L4(1): Freedom of Movement, Guardian of Faith, Aura of Life

Equipment
Warhammer. Martial melee; +10 to hit; deals 1d8 +5 bludgeoning; Versatile (1d10).
Sickle. Simple melee; +10 to hit; deals 1d4 +5 slashing; Light
Chain Mail. Heavy armor. AC 16. Disadvantage on Stealth
Shield. Defense. AC +1
A holy symbol, a priest's pack, a set of fine clothes, a signet ring, a scroll of pedigree and a purse containing 25g.

They call him the Knight of the Underdark, the Shield in the Darkness, the Silent Blade. His real name, however, is Iaro Pruzor.  He is the son of one of Orvald's oldest, most respected families. In his youth, he was a popular member of the old king's court, but then something happened. No one knows what, exactly. Some say it was the threat of a scandal that caused the dashing Sir Pruzor to leave the court. Others say that he felt a spiritual calling from the goddess, Elleru. Of course, some said that he just went mad and wandered into the Underdark and never quite managed to find his way back to the surface.
The fact remains that Sir Pruzor spends most of his time in the dark, twisting tunnels and caverns that connect Orvald with the Underdark.  He offers help to those he encounters, whether they be dwarf or drow or anything else. During the Summernight War, Sir Pruzor helped drow refugees fleeing the mindflayers find safe haven. His actions did not win him many friends in Orvald, but he did supply the king with important intelligence on the situation in the Underdark. It is largely because of Sir Pruzor's information that the passages connecting Orvald to the Underdark were closed or better secured. He was one of the first dwarves to encounter the mindflayers and the encounter left him with a deep loathing for the creatures.
Recently, Sir Pruzor has been observed again at Court, attending King Arrador. There is a great deal of speculation as to why the Knight of the Underdark has returned to the Court. Speculation is rampant, but the king keeps his own counsel and Sir Pruzor does not speak to nosy courtiers.
He still spends most of his time, deep below Orvald, patrolling the dark tunnels, doing his best to secure his beloved city from all manner of threats.

Saturday, April 7, 2018

Lux Tenebris: Abbot Athar

ABBOT ATHAR, L20 Hill Dwarf Monk

STR  08 (-1)
DEX 16 (+3)
CON 13 (+1)
INT 11 (+0)
WIS 19 (+4)
CHA 12 (+1)
HP 124
AC 17 (Unarmored Defense)

Traits
Darkvision
Dwarven Resilience
Stonecunning
Dwarven Toughness
Languages: Common, Dwarvish

Proficiencies (+6)
Armor: None
Weapons: Battleaxe, Handaxe, Throwing hammer, Warhammer, Simple wpns, Shortswords
Tools: Mason's tools, Disguise kit, Drum, Flute
Saves: Strength, Dexterity
Skills: Acrobatics, Insight, Performance, Stealth

Feats
By Popular Demand
* * *
Unarmored Defense
Martial Arts (1d10)
Ki (20 pts)
- Ki Save DC: 18
Unarmored Movement (+30 ft)
Monastic Tradition: Open Hand
- Open Hand Technique
- Wholeness of Body
- Tranquility
- Quivering Palm
Deflect Missile
Slow Fall
Extra Attack (+1)
Stunning Strike
Ki-Strikes
Evasion
Stillness of Mind
Purity of Body
Tongue of the Sun and Moon
Diamond Soul
Timless Body
Empty Body
Perfect Self
Equipment
Quarterstaff. Simple Melee/Monk. +9 to hit; deals 1d6 +3 bludgeoning; Versatile (1d8).

Nestled among the crumbling, shadowed streets of the First City of Orvald is a house. It appears no different from its neighbors, however if you were to open the front door (which is always unlocked) you would find a stone staircase vanishing into the earth.  The house is the entrance to the Monastery of the Silent Earth, which, according to local legend is older than Orvald itself.
The leader of the monastery is Abbot Athar. Over four hundred years old, the abbot is old, even by dwarven standards.  He seldom leaves the monastery these days, spending most of his time in silent contemplation.  However, he is always ready to sit and listen to anyone who wishes to speak with him. He rarely gives advice to those who ask, advising supplicants that they can usually find their own answers in quiet contemplation.
The abbot is fairly well known in Orvald and generally thought well of by his neighbors. King Arrador has consulted him on private matters more than once and has arranged a royal stipend for the monastery.
Rarely, Abbot Athar will leave the monastery and wander the streets of the First City. More than one would-be ruffian has learned, to his misfortune, not to harass seemingly harmless old men.  Despite his age and life philosophy, Abbot Athar is no push-over.  He has been known, during certain holiday celebrations, to take part in contests of strength, where the challenger wins by simply knocking the old man down.  So far, no one has won. It is widely rumored that Abbot Athar rather enjoys these holiday excursions.  Some of the monks claim that the abbot was a well-known gladiator in the days of his youth, and that these public displays of monkish fortitude are the abbot's way of reliving his glory days.
Although slow to offer  advice, the abbot is quick to take action if lives are at stake. He has helped to defend Orvald from threats, both internal and external.  He also knows people in every level of Orvald's society and could be a major help, or hindrance, to any adventurers who seek him out.

Friday, April 6, 2018

Lux Tenebris: Orvald

Sixty miles northwest of Fallen Baramir, nestled within the Graytooth Mountains, is the dwarven city of Orvald. Home to approximately 9,000 people, Orvald is the most prominant dwarven city in the Southern Greytooth Mountains. It serves as a commercial and cultural hub for the region, providing more insular dwarven communities with goods and services they cannot provide for themselves.
The bulk of Orvald's population, roughly 4600 people, consists of mountain dwarves, with another 2200 comprised of hill dwarves.  The remainder of the population consists mostly of humans, with a small scattering of other races present. 
The city itself is only about six hundred years old. Fairly young by dwarven standards. Large sections of Mount Nara were excavated by the original settlers, creating a series of terraces around the mountain.
The lowest level, known as the First City, is where most of the populace resides. The structures here are made of brick and stone, and are packed so close together that some streets never see sunlight.  This level also houses the more unpleasant city industries such as tanneries, chandlers and butchers.
The second terrace was constructed when the first became too crowded. Today, this terrace is the home of Orvald's wealthy citizens. It also houses the various Guildhalls that oversee the city's commercial life, as well as the City Militia and several temples.
The third, and smallest, terrace was constructed only a hundred years ago by order of Orvald's king. This terrace houses the King of Orvald, his family and court, as well as large, manicured gardens and the residences of the king's closest advisors.
Each terrace is surrounded by gray stone walls, thirty feet high and ten feet thick. Access to the First City is granted by a stone road that zigzags up the side of Mount Nara.  Access to the second and third terraces is only possible by entering the mount itself and passing through a series of carefully guarded checkpoints.
The interior of the mountain contains warehouses, store rooms, as well as forges, workshops and even some residences.  However, the majority of the city's residents reside outside the mount.
Orvald, like most dwarf cities, is an independent city-state governed by a hereditary monarch. The current King of Orvald is Arrador Drehard, who assumed the throne twenty-nine years ago.  At 190 years, King Arrador is considered  'young' by many of his subjects, and fantastically ugly by everyone who sees him.  Nevertheless, he is an intelligent and thoughtful ruler, beloved by most of his subjects.  It was recently announced that King Arrador is to wed and the entire city is ablaze with speculation about the bride, the details of the wedding and what this could mean for Orvald's future.