Thursday, January 17, 2019

Lux Tenebris: Moontree - Part Three

PERSONS OF INTEREST

AGNIRA ERINLAE, L8 Human Female
STR 10(+0)     DEX 13(+1)    CON 11(+0)    INT 10(+0)      WIS 10(+0)     CHA 12(+1)
HP: 36
AC: 11 (Unarmored)
Traits: Alert
Languages: Common, Gnomish
Defense: None
Offense: Dagger; +4 to hit; deals 1d4 +1 piercing; Finesse, Light, Thrown (20/60 ft).
Tools: None
Skills: Investigation +3, Perception +3
Background: Agnira Erinlae worked in one of Merrol's factories until the Draconic attack. With most of Merrol reduced to rubble, these days Agnira survives as a scavenger. She spends her days with a group of others, picking through the rubble, looking for useful items that they might resell for a meagre profit. It's hard, dirty work but Agnira is very good at finding valuable scrap.
Secret Info: On one of her recent scavenging hunts, Agnira discovered a crystalline skull. The skull contains the spirit of an ancient sorcerer-priest. It whispers advice to Agnira, in exchange for fresh blood. Its arcane power is slowly increasing as Agnira feeds it, and it is exerting more overt control over the young woman's mind, making her trust and obey it. Agnira is aware that the skull is using her, but she doesn't care as long as it keeps its promises to make her wealthy and powerful. How far she'll go to appease the skull's bloodlust, however, remains to be seen.

ALDAT MORTOTH, L13 Human Male
STR 16(+3)     DEX 16(+3)    CON 09(-1)     INT 08(-1)       WIS 10(+0)     CHA 14(+2)
HP: 56
AC: 13 (Unarmored); 14 (Leather Armor)
Traits: Tavern Brawler
Languages: Common, Gnomish, Elvish
Defense: Leather armor; AC 11 + Dex
Offense: None
Tools: None
Skills: Athletics +7, Intimidation +6
Background: Aldat Mortoth grew up in a crowded tenement in the Old City. Life was hard for the Mortoths and when Aldat was twelve he was cast out into the street to make his own way in the world. Big, even as a child, Aldat found work in the Seagate warehouses for a while before gravitating toward Moontree's underworld. He's bounced from gang to gang ever since, even served a term in Banestone.  At present, Aldat has been recruited as a legbreaker for the Black Glove, which has now established themselves in Moontree. He lives in the Old City, in a nice apartment a few blocks from his old neighborhood. Every day he passes his father, begging on the street, and spits in his eye. Life, as far as Aldat Mortoth is concerned, is good.
Secret Info: Mortoth doesn't talk about his time in Banestone, but he is determined that he will never go back to the prison. He would rather hang. Despite this, he actually keeps in touch with some 'pals' from the prison via messenger, and is probably more aware of what's going on inside Banestone's prison community than almost anyone else in the city. This information could be useful to some persons.

ALINIA VALEROSE, L6 Halfling Female +3
STR 11(+0)     DEX 17(+3)    CON 14(+2)    INT 13(+1)      WIS 12(+1)     CHA 10(+0)
HP: 45
AC: 14 (Leather Armor)
Traits: Lucky, Brave, Halfling Nimbleness, Stout Resilience, Watcher's Eye
Languages: Common, Halfling
Defense: Leather Armor; AC 11 + DEX
Offense: Shortsword, +7 to hit; deals 1d6 +4 piercing; Finesse, Light
Tools: None
Skills: Athletics +4, Insight +5
Background: Alinia Valerose is a member of the City Watch. A halfling from Lederra's Rest, Alinia saw combat during the Draconic attack. She saw friends and comrades fall to the dragonborn invaders, and has developed a deep hatred for the dragonborn race. Currently assigned to the Watch House in Lederra's Rest, Alinia has been considering entering the City Militia where she feels she could do more good.
Secret Info: Alinia Valerose is a very, very angry woman. She is a powderkeg waiting to explode, she would just need the right kind of provocation. If she encounters dragonborn, or lizardmen, the chances of her giving in to her violent impulses are markedly increased. And although her fellow watchmen are aware of her feelings, they would support their comrade if violence erupted which could make life very difficult for her 'attackers.'

BARA THE BREAKER, L8 Human Female
STR 19(+4)     DEX 11(+0)    CON 10(+0)    INT 13(+1)      WIS 11(+0)     CHA 14(+2)
HP: 59
AC: 10 (Unarmored)
Traits: Tough
Languages: Common, Gnomish, Thieve's Cant
Defense: None
Offense: Unarmed Strike; +7 to hit; deals 1d4 +4 bludgeoning
Tools: None
Skills: Deception +5, Intimidation +5
Background: Bara the Breaker is one of a handful of female prisoners locked away in Banestone. Thirteen years ago she was sentenced to 30 years for beating a lord's son to a bloody pulp in a Renero gambling den. Since then, she's become one of the most feared and respected inmates within the prison. The guards and other prisoners learned quickly, and painfully, not to try anything with Bara. These days, she seldom has to break anyone's hands thanks to her reputation. Bara has seventeen more years before she can leave Banestone. As far as the staff and other prisoners are concerned, those years can't pass quickly enough.
Secret Info: Bara has a list of names in her head of the people she wants revenge upon. She's already punished some of those people. She has friends and allies outside the prison, willing to get their hands dirty for her. And Bara's revenges are never as dull as mere 'murder.' No, she's more thoughtful than that. It's possible that newcomers to town might draw her attention and become embroiled in her revenge schemes. Or, unwittingly, be hired to protect her target, which would make them Bara's enemies. And Bara never forgets or forgives her enemies.

DERROL BRAEDER, L12 Human Male
STR 09 (-1)     DEX 09 (-1)    CON 08 (-1)    INT 10 (-0)      WIS 09 (-1)     CHA 06 (-2)
HP: 51
AC: 09 (Unarmored)
Traits: Lucky
Languages: Common, Halfling
Defense: None
Offense: None
Tools: Cards +4
Skills: Arcana +4, Insight +3
Background: Derrol Braeder is a wealthy old human man who resides in a modest Silver Hill residence. In his youth, Braeder worked for a number of adventuring parties as a servant. Adventurers seldom prepare for their deaths and when his employers died, Braeder helped himself to their belongings and loot. Over time, he acquired quite the pile of riches. Enough to afford a comfortable lifestyle in his golden years.
Secret Info: Derrol Braeder possesses a cache of magic items, mostly enchanted weapons and magic rings. But he also has, locked away in a magical safe, a Deck of Many Things. This is the only Deck in the world.

EZENN QUIRNT, L12 Male Half-Elf
STR 10(+0)     DEX 14(+2)    CON 14(+2)    INT 16(+3)      WIS 10(+0)     CHA 13(+1)
HP: 76
AC: 13(Ring of Protection)
Traits: Darkvision, Fey Ancestry, Skill Versatility
Languages: Common, Elvish, Gnomish
Defense: Ring of Protection, Rare Magic Item, +1 bonus to AC and saves.
Offense: Rapier, +6 to hit; deals 1d8 +2 piercing; Finesse
Tools: None
Skills: Acrobatics +6, Investigation +7, Insight +4, Performance +5, Persuasion +5
Background: Ezenn Quirnt is the owner and manager of The Ticklish Pickle, a brothel on the edge of Renero and Silver Hill that caters to very specialized tastes. Although a genial host, Ezenn is utterly ruthless when it comes to protecting his business and his employees. More than one troublemaker has learned that the rapier Ezenn wears at his hip isn't merely for show.
Secret Info: It's not widely known but there are secret tunnels beneath the Ticklish Pickle, connecting the brothel to Moontree's sewers. The tunnels are used by smugglers and black marketeers. Ezenn allows the smugglers to store some of their goods in the basement of the Pickle, for a modest fee and first access to any unusual items that come into the city. If his link to the black market was exposed, Ezenn would face some very bad consequences.

GELTIR OMTEG, L9 Forrest Gnome Male
STR 12(+1)     DEX 19(+4)    CON 13(+1)    INT 15(+2)      WIS 08(-1)      CHA 14(+2)
HP: 49
AC: 14 (Unarmored)
Traits: Darkvision, Gnome Cunning, Natural Illusionist, Speak with Small Beasts
Languages: Common, Gnomish
Defense: None
Offense: Poisoned Darts; +8 to hit; deals 1d4+4 piercing and 1d8 poison dmg; Finesse, Thrown (20/60 ft).
Tools: Poisoner's Kit +4; Thieves' Tools +4
Skills: Acrobatics +8, Stealth +8
Background: Geltir Omteg is a recent arrival in Moontree. A forest gnome from western Nur, he has come to Moontree to determine the fate of distant relations. During the day, he has been making the rounds of various temples and hospices, asking after his family. At night, he retires to a smallfolk inn located in Medorrna.
Secret Info: Geltir Omteg is looking for the Hakko family, but not because they are related to him. He is an assassin, an exile from the Everwood, contracted to kill the Hakko family by their professional rivals. Omteg is very good at what he does and his reputation has preceeded him to Moontree. The Black Glove has made overtures to him to remain in the city, but Omteg has not responded to their offer.

IKORI, L14 Female Hill Dwarf
STR 14 (+2)    DEX 12 (+1)   CON 10 (+0)   INT 08 (-1)      WIS 08 (-1)     CHA 14 (+2)
HP: 87
AC: 12 (Leather Armor)
Traits: Darkvision, Dwarven Resillience, Dwarven Combat Training, Tool Proficiency, Stonecunning, Dwarven Toughness.
Languages: Common, Dwarven, Orc
Defense: Leather Armor; AC 11 + DEX
Offense: Warhammer; +7 to hit; 1d8 +2 bludgeoning; Versatile (1d10)
Tools: Mason's tools, Vehicles - Land
Skills: Athletics +7, Intimidation +7
Background: Ikori is a professional bodyguard. She's plied her trade from V'resh to the Draconic Empire and beyond. She may not be the brightest person in the room, but how smart do you have to be to weild a warhammer? More importantly, to her clients, she's loyal and keeps her mouth shut. She's been in high demand since the Draconic attacks and has tucked away quite a bit of money. At the moment, she's bodyguarding a merchant from Graelforge, but once the contract is up, she's thinking she might buy a little dairy farm in Lederra's Rest and hang up her hammer.
Secret Info: Ikori has a diary. In that diary, she records everything that happens to her and her clients. Some people might be very interested in her diary, either acquiring it or destroying it. If its contents were ever made public, quite a few merchants might find themselves bound for Banestone.

MARKO IRONLACE, L3 Human Male
STR 08(-1)      DEX 07(-2)     CON 10(+0)    INT 12(+1)      WIS 11(+0)     CHA 14(+2)
HP: 16
AC: 08 (Unarmored)
Trait: City Secrets
Languages: Common, Gnomish
Defense: None
Offense: None
Tools: None
Skills: Performance +4, Persuasion +4
Background: Marko Ironlace was the son of craftsmen parents killed during the Draconic attack on Moontree. Marko survived but was left a crippled orphan, forced to live on the streets of Redsnake.  A bright youth of 13, Marko survives by telling stories. During the day, he can be found in Carnet Square, sitting near the fountain, watching the world go by. At night, he finds refuge in Dezba's, a local inn, where he entertains and distracts the guests with stories from Moontree's past.
Secret Info: Marko sees and hears a lot from his vantage point in Carnet Square. He could be a good source of information about the community, and about the guests at Dezba's.  He's also something of a local mascot, and anyone trying to intimidate or rough up the crippled boy could find themselves facing a lot of angry locals.

MAZUREE ORELLO, L9 Female Human
STR 14 (+2)    DEX 11(+0)    CON 11(+0)    INT 12(+1)      WIS 11(+0)     CHA 10(+0)
HP: 48
AC: 10 (Unarmored)
Languages: Common, Gnomish
Defense: None
Offense: Dagger; +4 to hit; deals 1d4 piercing; Finesse, Light, Thrown, Range 20/60.
Tools: Disguise kit +4
Skills: Stealth +4, History +5
Background: Mazuree Orello is one of the most skilled morticians in all of Erishur. Her ability to make a ravaged body suitable for public display verges on the uncanny. Some say she is blessed by Rovelek, but Mazuree dismisses this. She is simply patient, precise and creative.
Secret Info: Mazuree Orello is a member of a secret group called the Theatre of the Dead. They meet in the graveyard and allow restless spirits to possess them and reenact some pivotal scene from their life as a kind of benign exorcism. The spirits of Erishur are very protective of the Theatre, particularly Mazuree who is a natural medium. If she were ever threatened or harmed, they would act to defend or avenge her.

OSRIM SH'VAN, L14 Half-Orc Male
STR 16(+3)     DEX 08(-1)     CON 17(+3)    INT 16(+3)      WIS 13(+1)     CHA 12(+1)
HP: 115
AC:
Traits: Darkvision, Relentless Endurance, Savage Attacks
Languages: Common, Orc
Defense: Chain Mail; AC 16, Min STR 13, Disadvantage on Stealth
Offense: Warhammer; +8 to hit; deals 1d8 +3 bludgeoning; Versatile (1d10)
Tools: Dice +5, Vehicles - Land +5
Skills: Athletics +8, Persuasion +6
Background: Osrim Sh'Van is a half-orc mercenary from V'resh. The company he belongs to was hired by Moontree to bolster the city's defenses until they could be repaired. Osrim spends most of his time in the Celnimeir District, with his fellow mercenaries. Occasionally, he'll venture into Renero or the Old City, but the locals aren't very welcoming of half-orcs. The company's contract with Moontree is about to expire and, if offered a renewel, the company would vote on whether or not to accept it.  Osrim would probably vote against it, as he would prefer to return to V'resh.
Secret Info: Osrim Sh'Van is the illegitimate son of a V'Reshi Orc noble. This isn't common knowledge as Osrim would prefer to shield his father from the scandal of having a halfbreed son. If some unscrupulous person were to become aware of this fact and try to extort money from Osrim, or hold him for ransom, they would find themselves in dire straights. Not only would his mercenary company come to his aid, if his father or his father's allies learned of this they would dispatch military forces to Moontree to retrieve Osrim, regardless of the cost to the locals.

REPARA TYE, L7 Female Quicksilver Gnome
STR 10 (+0)    DEX 11 (+0)   CON 13 (+1)   INT 10 (+0) WIS 13 (+1) CHA 15 (+2)
HP: 45
AC: 10 (Unarmored)
Traits: Darkvision, Gnome Cunning, Improved Memory, Scholarship (History)
Languages: Common, Gnomish
Defense: None
Offense: None
Tools: Navigator's tools, Vehicles - Water
Skills: Athletics +3, History +3, Perception +4
Background: Repara Tye is the youngest daughter of the Tye family. The Tye family are the lighthouse keepers in Northlight. Repara was at sea when the Draconic Legions attacked Moontree. When she returned, she joined the family in tending the light. A pretty, blonde gnome woman with silver eyes, Repara is well-known and liked in Northlight.
Secret Info: The Tyes have a family secret that Repara has only recently become aware of; the women in her family are all priestesses of Rasha, Goddess of Light.  Over the centuries they have secretly inscribed magical runes all over the lighthouse's exterior. These runes act as powerful wards, protecting Northlight and the lighthouse from threats.

RORIE SESTIRI, L10 Human Male
STR 16(+3)     DEX 17(+3)    CON 12(+1)    INT 12(+1)      WIS 10(+0)     CHA 16(+3)
HP: 54
AC: 13 (Unarmored)
Traits: Ship's Passage
Languages: Aquan, Celestial, Common, Elvish
Defense: None
Offense: Club; +7 to hit; deals 1d4 +3 bludgeoning.
Tools: Navigator's tools +4, Vehicles-Water +4
Skills: Athletics +7, Perception +4, Religion +5
Background: Rorie Sestiri went off to sea as a young man and sailed all across Lore. He saw sights that few others have ever seen, met individuals both wondrous and terrifying. Eventually, though, travel wore on him and the sailor returned home to Moontree. He spent part of his savings to buy a share in a waterside tavern and squirreled away the rest. During the Draconic Invasion, he manned a boat that ferried people to safety aboard ships in the bay. The things Rorie saw during the invasion had a profound impact on him. Always somewhat philosophical, he developed an interest in religion. He began to read about the gods and took it upon himself to care for the multitude of shrines that dot Harborgate. Rorie can often be spotted in the early morning fog, standing on the docks near his tavern, murmuring quite prayers.
Secret Info: Although he is not a proper priest, Rorie Sestiri's devotion has not gone unnoticed by the gods.  Although not a cleric his prayers seem to have more weight than most peoples and word has gotten around that if the old sailor prays for someone they're more likely to get an answer. It might not be an answer you like, but you'll get an answer.

YERA ARELLAC, L10 Female Human
STR 10(+0)     DEX 11(+0)    CON 10(+0)    INT 13(+1)      WIS 15(+2)     CHA 10(+0)
HP: 53
AC: 10(Unarmored)
Traits: Observant
Languages: Common, Halfling
Defense: None
Offense: Dagger; +4 to hit; deals 1d4 piercing; Finesse, Light, Thrown, Range 20/60
Tools: None
Skills: Insight +6, Perception +6
Background: Yera Arellac is the housekeeper of the Moontree Estate in Highgate. She is the most senior member of the remaining staff and, as such, takes her responsibilities to house and family quite seriously. Trespassers and uninvited guests are not welcome and Yera makes sure they get the message. She is aware that Lavic Moontree is still alive, and has sent letters to him informing him of events in the city, but has heard nothing back from him. Until then, she will defend the Moontree home and name to the best of her ability.
Secret Info: In her youth, Yera lived on the streets of Renero and, for a brief time, associated with various adventurers. Most have died, but some have gone on to great things. She's kept in touch with many of her old friends, and, if pushed, she could reach out to some very dangerous people for help.


Monday, January 7, 2019

Lux Tenebris: Moontree - Part Two


Moontree covers about 45 square miles and has a population of approximately 20,460 permanent residents.  The population breaks down as follows: Humans 64% (13,094); Gnomes 11% (2,251); Elves 10% (2,046); Halflings 07% (1,432). The remaining population (1,637) consists of members of other races.

The city of Moontree was governed by the noble family of the same name for centuries. They were assisted by the Lord's Council, a group of individuals hand-picked by the Lord himself, as personal advisors, and the Chosen Council, which was comprised of individuals elected from the land-owning citizenry of the city.

After the death of the last Lord Moontree, the city was left without a formal ruler. The citizenry chose the paladin, Raul Sybrow, to rule them and his nomination was hastily approved by the surviving members of the Lord's Council and the Chosen Council.  Rumors persist of a surviving Moontree heir in Darkwater, a fact that various political factions have used to their advantage, to prevent Sybrow from being appointed the new Lord of Moontree.  Instead, at the suggestion of his wife, Lilah, Raul Sybrow has chosen to refer to himself as Steward of Moontree.  This has allowed him to get about the work of rebuilding and securing the city, while allowing the politicians to play their power-games behind the scenes.

The city of Moontree consists of fourteen distinct districts, as laid out on the map below.




A) Northlight.
The northernmost of the city's districts it saw little damage from the Draconic attack.  Its residents consider themselves blessed. Their detractors sneer and remark that there is little in Northlight that would attract anyone. The district is named after the centuries-old light house that stands on the cliffs overlooking Silver Moon Bay, warning ships of treacherous reefs and rocks.

B) Graelforge.
Originally called Grael's Forge, after a dwarf blacksmith that made the region his home, the area was once a center of industry and commerce. As time passed, though, the city's industries relocated and the neighborhood became largely residential, with little local industry or commerce of any importance. Grael's Forge has long since vanished, lost in a fire centuries ago, but dwarves visiting Moontree still journey to the site to offer small tributes to one of the finest blacksmiths the dwarven people ever produced.

C) Erishur.
Originally known as Ehrith Eshur, which loosely translates to 'Pale Houses', Erishur is the site of the Temple of Rovelek and Moontree's oldest and largest graveyard. The neighborhood is largely residential, and the few businesses that remain in the area are connected to either the funeral industry or the Temple of Rovelek. Unlike other cities, undead have never been a problem in Erishur's graveyards, thanks to the care and dillegence of the local populace.

D) Silver Hill.
A residential district that sprawls between Erishur and Renero, Silver Hill is the home to most of Moontree's wealthy merchants and traders. In addition to walled and guarded homes, Silver Hill is also the site of more upscale and discreet pleasure houses, taverns and gambling halls. During the Draconic Invasion, several homes in the region were burned, their owners slaughtered like sheep. As a result, the district has hired engineers to construct a protective wall around the neighborhood and hired additional watchmen to control access.  This has started to cause some friction with neighboring districts, as it has forced people to take longer routes to get to Erishur, Graelforge and Northlight.

E) Highgate.
Occupying the highest hills in the area, Highgate is the home to Moontree's surviving nobility. The area was the target of draconic raids during the Invasion, and many of Moontree's noble families were wiped out by the invaders.  The surviving nobles have banded together, adopting a near-siege mentality, rebuilding and reenforcing the walls and wards that surround the district. Although grateful for the Sybrows during the Invasion, many of the noble families are now wary of them. Many consider their legacies threatened by the loss of the Moontree family and have banded together to hire adventurers to travel to distant Darkwater and bring young Lavic Moontree home to assume his hereditary responsibilities. Or, possibly, formally pass on the title of Lord of Moontree to a worthy successor.
The Moontree estate is located in Highgate. It has been abandoned by all but a handful of faithful retainers, who steadfastly await word from the young lord. Gawkers are not welcome and trespassers can expect to receive a sound thrashing if caught.

F) Renero.
The district's name translates as "New Town" and it was the site of the first expansion of the Old City, centuries ago. As such, Renero has a rather bloody history, considering the annexation of the land led to the Gnomeblood Wars and the Devastation of Redethal.
In recent times, Renero was the site of Moontree's Artists Quarter, but today it is best known for its pleasure houses, taverns, inns, gambling halls and theaters.
At the heart of the district, tucked away in a quiet, shady courtyard, is a monument to the original gnome tribes that called Renero home. Locals leave small gifts at the monument, hoping to appease any restless spirits that still linger in the area.

G) The Old City.
The Old City was the site of the original colony, established by human refugees fleeing V'resh centuries ago. There's nothing left of the original city now. It was completely destroyed by the Devastation of Redethal. When the city began to rebuild, entirely new streets were laid out and the residents made a conscious effort to purge the Old City from their memories.
Today, the Old City is one of the most densely populated regions of Moontree. It is the site of the city's government. The Chosen Council meets in the Great Hall of the Lord's Palace, which, despite the name, is not a residence but the home of the city's beaurocracy. The surviving members of the old Lord's Council meet in a private home near Harrier's Square, the largest public square in the city. The Old City is also the site of many temples, most prominantly the Temple of Abasha.

H) Harborgate.
For a long time, Harborgate was a part of the Old City. However, about two hundred years ago, the areas residents petitioned for recognition as a seperate district and their request was granted. Harborgate is the site of Moontree's docks, harborworks and related industries. It is also a residential neighborhood, home to families of dockworkers, fishermen, sailors, etc. Although the area is considered a 'working man's neighborhood' it also has a strong spiritual side. Shrines to Arymat, Halab and Solat can be found all along the docks and it is the only district in the city to formally support a hospital and hospice run by the clergy of Anola and Halab.

I) Redsnake.
This twisting serpentine district was known for its blood-red walls that acted as a defense for the Old City during the Gnomeblood Wars. After the wars, the area become known predominantly as a haven for criminals and underworld commerce.  The fortress known as the Arsenal was abandoned by the city and left to rot, becoming an eyesore and a source of deep disdain among Redsnake's residents.
In recent centuries, Redsnake's reputation had improved. The effects of gentrification had transformed broad swathes of the district, but it was still considered a social hurdle in Moontree if one lived in Redsnake.
When the Draconic Legions stormed the city, Redsnake saw the bloodiest of the fighting. It was in this district that Lord Moontree led the city's defenders to fight a holding action against the dragonborn. The legions gave no mercy, but neither did the folk of the city and the streets and gutters of Redsnake ran crimson with gore and blood. Most of the city's militia fell at Redsnake and the district was put to the torch.
Today, Redsnake has bounced back from its burning. The sounds of new construction echo through the streets at all hours of the day, and many displaced persons have found new homes in the shadow of the Arsenal. The old fortress itself is seeing new life, as it is being torn down and rebuilt, to become another part of Moontree's more layered, comprehensive defenses.
However, not everything is well in Redsnake. Undead have started to become a problem in the district and there is a strict sundown to sunrise curfew in effect.  Restless spirits prowl the dark streets and, more often than not, people who wander outside are not seen alive again. The city is working with various temples to address the situation, but clerical resources are stretched thin at the moment, leaving the folk of Redsnake to cower indoors and fear the night.

J) Merrol.
This sprawling district was the industrial heart of Moontree. It not only housed the majority of the city's industrial facilities, but it was the site of the major guildhalls as well as a prominant Temple of Neka. The Draconic Legions consigned most of the district to fire, although they were careful not to threaten the Temple of Neka.
The city made the restoration of Merrol a priority and a great deal of money and resources were invested to restore the city's industries. This allowed Moontree to begin processing raw materials that sped the repair of most of the other districts.
However, even though Merrol is thriving, large parts of the district remain charred ashes. Scavengers poke through the rubble looking for anything of value and many individuals who lost their livelihoods now survive by digging through Merrol's rubble and selling what they find in the markets.

K) Medorrna.
Medorrna was a largely residential district, where many of Merrol's laborers and craftsmen called home. The district was populated predominantly by gnomes, who fled south to Krake when the city's walls were breached. When the residents of Medorrna returned, they found their homes reduced to ash and rubble. Some left, but many remained and began the lengthy process of rebuilding.
Medorrna has a bit of a repuation among certain circles within the city. Rumors persist of secret tunnels built beneath the neighborhood that lead to hidden caches of treasure.  Most folk dismiss these stories as whimsical fantasies, but quite a few people have descended upon Medornna hunting for its fabled treasures.

L) Lederra's Rest.
Lederra's Rest was the newest district added to the city before the Draconic Invasion. Originally a farming community, Lederra's Rest was absorbed into Moontree at the request of its residents. Thinly populated by local standards, Lederra's Rest is known for its farms and dairies.  The area is also known for its graveyard, now the second-biggest in Moontree.  In fact, the original farming community was named after the first person to be interred in the local graveyard, a young gnome woman named Lederra.
Many of the local farms were raided by the Draconic Legions, but there was remarkably little loss of life among the locals. Most took shelter in the forests, south of the city, or fled to Krake. They returned to find most of their livestock dead or stolen, but their homes mostly intact.

M) Banestone.
This district is named after the prison standing at its heart. Banestone was designed by dwarven engineers. They claimed that the site of the prison was cursed and ill-fated, referring to it as Errenor in their native tongue, and refusing to physically build the prison. They even returned half their commission to the city, just to illustrate how strongly they felt about the matter.
Whether Banestone is cursed or not, it certainly has a reputation. The suicide rate among prisoners and wardens is unusually high. The land surrounding the prison is used as a burial ground, and unmarked stone obelisks denote the presence of each prisoner's grave. At night, locals whisper that the tethered spirits of dead prisoners can be seen, writhing above their gravestones.
Besides the prison, Banestone is largely residential with a smattering of local commercial businesses. Most households in the district have at least one person working at the prison, or connected to it in some way.
When the Draconic Legions invaded Moontree, they seemed to avoid Banestone. Perhaps it was dumb luck or perhaps the place's reputation preceeded it. In either event, even though they did not attempt to take the prison, the district was badly damaged when the Legions set fire to the city. Banestone itself, however, was unaffected.

N) Celnimeir.
Moontree's easternmost district, it's name meant 'Welcoming' and it was the first sight that land-bound travelers got of the city proper. As such, Moontree made an effort to put its best foot forward. The district was largely commercial, offering services and goods that would be of interest to weary travelers. Some of the finest guesthouses, inns and taverns were found in Celnimier and the city watch kept a strong presence in its streets.
Celnimeir received the brunt of the first attack from the Draconic Legions. They easily overcame the district's antiquated defenses and used it as a springboard to attack other parts of the city. Most of Celnimeir's population was killed. Some were initially spared, used as slave-labor by the invaders, only to be executed later.  Only a handful managed to escape, and most of the district's survivors lost at least one person to the invaders.
Today, most of Celnimeir remains a burnt wasteland. The protective wall has been rebuilt, mostly with materials salvaged from the district itself, as a stopgap until more secure defenses can be constructed. Most of the mercenary companies that Moontree has hired make their headquarters and barracks in Celnimeir and there is a strong city militia present as well. As a result, the tone of the neighborhood has changed quite a bit.
There has been some reconstruction of businesses and homes within the district, but not to the extent that other sections of Moontree have seen. Also, a thriving black market has sprung up in Celnimeir providing illicit drugs and services, mostly to the mercenaries.  The city watch and militia are aware of this and are keeping a close eye upon the situation. Rumors persist that the Black Glove, a notorious criminal organization, has established itself in the district.

Monday, December 31, 2018

Lux Tenebris: Moontree - Part One

          
Seal of Moontree
 
Moontree is one of the oldest cities in Nur and it is the oldest city on the continent's west coast. It was established over twelve centuries ago by human refugees from the continent of V'resh.  When the humans arrived, they met the gnome clans who had lived in the region for millennia. It is highly doubtful the first settlement would have survived without the assistance of the gnomes.  However, relations between the two races would sour as the humans began to expand their colony into gnomish territories. Eventually, the gnomes would declare war on the humans and thus would begin a protracted conflict that became known as the Gnomeblood Wars.

            The Gnomeblood Wars lasted for almost forty years. Although the gnomes had superior numbers on land, and laid siege to Moontree for years, they had no naval power at all. The humans survived off of trade with V'resh and the Phoenix Kingdom and what they could harvest from the sea. Eventually, the war ground to an end. The humans, led by a battlemage named H'rin Sevov, allied with a dragon called Whitescale, to overpower the gnomes. In the end, only a single gnome tribe survived. Knowing they had lost the war, the gnomes invoked Redethal, the God of Destruction.

            Redethal answered their petition, laying waste to the entire region, killing everyone present. When travelers and traders returned to the area, they discovered the blasted ruins of the city and a countryside haunted by the tormented ghosts of those who had been killed by the God of Destruction. 

            Remarkably, a minor son of the Moontree family survived and pledged to rebuild the city.  Lanor Moontree and his heirs dedicated themselves to the task, which involved placating the restless dead as well as convincing folk to settle in the god-blasted region. It took centuries but Moontree was eventually restored to its former prominence and stature.

            However, as Moontree's material wealth and influence increased, there were concerns that the city's history would repeat itself. Lord Sarrel Moontree was aware of these concerns and whispers and worked to counter them, turning his attention away from the economic growth of the city, and toward more civic and diplomatic matters.  Lord Sarrel instituted sweeping legal reforms, guaranteeing the same rights and responsibilities to all citizens of Moontree, regardless of race or gender.  He invited paladins of Abasha, Goddess of Justice, to oversee the courts and empowered them to ensure that justice and fairness were observed at all levels of the legal system.

            It is Lord Sarrel who is widely credited with ensuring that Moontree did not remain as insular and closeminded as most of its neighboring communities. Indeed, Moontree became a haven for individuals who did not fit in with their families, clans and communities. The city established a reputation for tolerance and inclusion that no other city along the Gulf of Promises could match, and it became a haven for artists, poets and writers, as well as philosophers, radicals, heretics and revolutionaries.  And although Moontree never developed a significant college or university, its Artists Quarter became famous, and infamous, across Nur and V'resh.

            Moontree enjoyed a long history of prosperity and peace. And although the city maintained a strong navy, to defend against pirates and other nautical threats, its land-based defenses were not maintained as stringently.  As such, when the Draconic Invasion began, Moontree was caught by surprise as much as all the other cities in western Nur. They assumed that if the Draconic Empire was going to attack the city, it would be by water and so fortified their defenses facing Silver Moon Bay.  Their neglect of their terrestrial fortifications would have deadly consequences when the Empire attacked, not by sea, but by land.

            Led by General Akor Korkiri, the Draconic Legions marched across Nur and laid siege to Moontree with spell and sword.  The city's neglected fortifications were overwhelmed. The western fortifications fell and the dragonborn soldiers swarmed into the city. Lord Baris Moontree led the city's militia in a defensive battle, to give his subjects a chance to flee. His nobility cost him his life, but hundreds of Moontree's citizens escaped with their lives. Many fled by boat into the bay, while others ran south, seeking refuge in Krake.  General Korkiri set Moontree alight, then gathered his soldiers and their spoils and led them back east.

            It is widely speculated that General Korkiri's actions were not part of the Empire's formal battle plans, that his forces were dispatched with general instructions to harry local communities, to disrupt the morale of local populations.  The Draconic Empire never intended to hold Moontree, but attacked it as part of a larger strategy to destabilize the region.  If so, their efforts may have backfired.

            Moontree's survivors returned and began the process of rebuilding. Assistance and resources were provided from the neighboring communities of Krake and Astordo. With the death of Lord Baris, the only surviving son of the Moontree family is the youngest, Lavic Moontree, who currently resides in Darkwater and has no strong desire to return to the city. Needing leadership, the citizenry turned to Raul Sybrow, a paladin of Rasha, to govern them. He is aided by his wife, Lilah.

            Under the Sybrows leadership, Moontree has recovered far more quickly than anyone expected.  Also, unexpectedly, the city has adopted a war-footing, reaching out to its allies and trade-partners across the Gulf of Promises, hiring mercenary companies from V'resh to reinforce the city militia and contracting with dwarven engineers to repair and upgrade the city's defenses. The attack on Moontree has also had unexpected diplomatic and economic repercussions for the Draconic Empire.  Moontree's allies have invoked trade sanctions against the Draconic Empire and some, observing the Empire's actions in Western Nur, have expelled Imperial embassies from their own territories.


Wednesday, December 12, 2018

Inspiration Photos: The Graymist Way

The Graymist Way is a long, winding road that connects Darkwater, in the North, with Moontree, in the South. Below are some inspiration photos that, I think, reflect the general atmosphere of the Way and the small, mean-spirited communities that exist near it.







Tuesday, December 11, 2018

Lux Tenebris: The Graymist Way


            The road stretched before Malora, wide enough for two carts to pass each other. To the east, the road was bordered by thick woods. On the western side, the road dropped away to nothing but air and sea. Thick fogs were common, making the road slick and perilous. Malora saw the remains of more than one cart crashed on the sea rocks. More often than not the skeletons of horses could be seen, still harnessed to the vehicles. Malora kept her own pace slow and careful.
            She knew that the Graymist Way ran from Darkwater, in the north, to just south of Moontree. The route was used by traders to transport goods from the major ports to the smaller villages and towns that lined the route, and provided access to the major trade routes that ran east.  Moontree and Darkwater were the biggest ports, but there were scores of small fishing villages along the way.  From what Malora had seen, traveling between Widowmaker Bay and Gullcliff, many of those villages were clinging to existence by their fingernails.
            Most of the local economies were based around fishing and logging. Trade was limited between the villages. Most of the communities were self-sufficient and insular to the point of actively distrusting strangers.
            It had taken her a day to make it to Gullcliff from Widowmaker Bay. The town was small and the source of its name obvious. Gulls in their hundreds nested on the cliffs around the town. She wasn't at all surprised to discover that gull pie was a local specialty.
            The liveryman in Widowmaker Bay had given her the name of an inn in Gullcliff where she would find safe lodging. The Blackwood Inn stood on the outskirts of town, near the Graymist Way, and offered no-frills lodging and meals. Malora had stayed at much worse placed and, after making sure her horse was properly tucked away, she'd had a meal and gone to bed. The night had passed uneventfully and she'd left the next morning just after dawn.
            The innkeeper had told her she'd make it to Moontree before sunset, depending on the weather. It was changeable this time of year, the thick fog often heralding coastal storms that could be inconvenient to dangerous. An hour after leaving Gullcliff, the fog turned into a heavy, persistent rain that prompted Malora to take shelter in a copse of trees until it relented.
            The rain had cost her a couple of hours, but she was hesitant to rush. The road here was made of fitted stone, hard and durable, but slick as glass when wet. She slid off her mount and they proceeded on foot.
            They passed tiny hamlets comprised of a few stoutly built wooden houses. Smoke rose from chimneys, but she saw no sign of the inhabitants. Occasionally, she could hear the sound of trees falling in the woods, and surmised the local folk were more loggers than fisherfolk.
            The further south she went, the more the landscape flattened until the road was flanked by forest and beach. Gradually, the road twisted eastward, taking her away from the beach, until there were tall pines all around and the only hint of the sea's presence was the smell.
            Ahead, a wooded track diverged from the Graymist Way to the east. A simple wooden sign identified the track as leading to Elawor. The name was Elvish but the meaning escaped Malora. Remembering Master Dusk's warning, she did not leave the Way but continued south.
            The road twisted west again and, once more, the sea came into view. The sky was blue and cloudless, a rarity in this region, and the water shone like polished silver. Malora ducked her head against the glare, but enjoyed the sunlight on her skin.
            Now, she began to meet traffic on the road, coming from the south, from Moontree. She adjusted her cloak, pulling her hood over her head.  Her hand drifted, quite unconsciously, to the hilt of her blade. Old instincts died hard.
            Another hour and she passed a waystation. It consisted of a three-sided structure with a roof. There was a firepit, a cistern and a trio of latrines.  A battered carriage, being pulled by a team of four, was parked nearby. The top of the carriage was laden with trunks and luggage. A lanky human youth sat beneath the waystation roof, next to an older looking man that Malora assumed was the carriage driver. They nodded amiably as Malora drew her mount to a stop.
            "Well met, mistress."
            "Well met, sir. Might you know how far it is to Moontree from here?"
            "Just a hop, skip and a jump, mistress," said the driver. "Be there before nightfall, you will."
            "Thank you, good sir," said Malora.
            "And the road north, mistress?" asked the driver. "Was it hard traveling?"
            "No, sir. Well-kept between here and Widowmaker Bay. Not a bandit or a beast in sight."
            The driver nodded. "Good to know, mistress. Our thanks."
            "Fair travels to you and yours," said Malora, and guided her horse back onto the road.
            The day progressed, the sun marching toward the west. The area became more inhabited. Tracks led off the Graymist Way toward wood and water, toward small hamlets with names like Silverbeach and Honeywood.  There was more traffic than before, heading north and south.
            The road began to snake up cliffs and coil around hills. And, then, cresting a small hill, Malora looked down and saw Moontree.