Down among soft grasses,
kissed by the dew,
the lovers lay.
They twined about each other,
like ivy around a stone pillar,
and watched the night sky.
Their hearts beat in time,
almost in tandem,
as if they were one being.
The stars overhead looked down
and felt pity for the lovers
in their chill embrace.
The night passed,
and the stars and moon with it,
giving way for the sun.
Bright and bold,
the sun marched into the sky,
and did not deign to notice the lovers.
They lay stiff and cold,
still embracing,
even though they were dead.
The sun shone,
the day began,
but the lovers were gone.
Their souls had fled,
to a place of eternal night,
where kind stars shone.
Their bodies they left behind,
to grieving family and woeful friends,
to do with as they wished.
The bodies were buried,
the lovers mourned,
despite unanswered questions.
In the end,
the living got on with life,
and the memory of the dead faded.
Grief became regret,
became nothing at all,
just a hollow place in the heart.
And somewhere else,
the lovers still twined around each other,
beneath phantom stars.
Thursday, July 11, 2019
Wednesday, June 19, 2019
Lux Tenebris: Sir Hospin of Beck
SIR HOSPIN of BECK, L16 Human Knight
STR 16 (+3) DEX 14 (+2) CON 14 (+2)
INT 12 (+1) WIS 16 (+3) CHA 14 (+2)
HP 118
AC 18 (Chain mail
and Shield)
Racial Traits:
Languages: Common, Elvish, Halfling
Proficiencies: +5
Armor: All armor & shields
Weapons: Simple & martial
Tools: Cards +5
Saves: Strength +8, Constitution +7
Skills: History +7, Insight +8, Perception +8, Persuasion +7
Feats:
Knightly Regard
* * *
Fighting Style: Protection
Second Wind
Action Surge (1x)
Martial Archetype: Battle Master
- Combat Superiority
- Manuevers ( Commander's Strike, Disarming Attack, Feinting
Attack, Manuevering Attack, Parry, Precision Attack, Rally, Riposte)
- Superiority Die (6d10)
- Manuever Saving Throw: 16
- Student of War
- Know Your Enemy
- Improved Combat Superiority
- Relentless
Extra Attack (3x)
Indomitable (2x)
Equipment:
Elfbane. Longsword. Melee. Magic Weapon. Requires attunementf. Non-elves only. You gain a +3 bonus
to attack rolls made with this magic weapon. When you hit an elf or half-elf
with it, that creature takes an extra 2d10 slashing damage. When you hold the
drawn sword, it creates an aura in a 10-foot radius around you. You and all
creatures friendly to you in the aura have advantage on saving throws against
spells and other magical effects. If an elf or half-elf attempts to wield this
sword, they immediately take 2d10 slashing damage for each round they hold the
weapon,and all their attacks with the weapon are at disadvantage. +11 to hit; deals 1d8 slashing. Versatile
(1d10).
Hand axes (2). Melee. +8 to hit; deals 1d6 +3 slashing.
Light, Thrown (Range 20/60).
Chain mail. Defense. AC 16. Minimum STR 13. Disadvantage on
Stealth.
Shield. Defense. AC +2
An explorer's pack, a set of traveler's clothes, a signet
representing his rank in the order, a pouch containing 10gp.
Sir Hospin of Beck is a senior member of the Knights of the
Phoenix Crown, but he began life as the son of a poor farmer. As a child, he
dreamed of becoming a knight and, when he was old enough, presented himself at
the Bastion in Fairhill. Hospin was accepted as a squire-candidate and began
several years of intense training and study.
He was eventually made a squire, and served Sir Alycier of Harrowtongue
for a number of years. Hospin was knighted in a formal ceremony at the Bastion,
welcomed into the Knights of the Phoenix Crown.
It was the proudest moment of Sir Hospin's life.
Since that day, Sir Hospin of Beck has served the order well
and faithfully. He exemplifies the best qualities of a knight: courage, honor,
chivalry. His duty has taken him all
over the Southlands and beyond. On one such adventure he came into possession
of his magic longsword, Elfbane. Sir Hospin has only told that story once, to
the Knight-General of the order. He refuses to speak of it to anyone else.
When the Draconic Legions marched through the Southlands,
Sir Hospin was called upon by his order to coordinate a group of irregular
vollunteers. Sir Hospin would have preferred to confront the legionaires
directly, in personal combat, but understood the necessity of using guerilla
tactics against the foe.
Since the destruction of the Draconic Legions, Sir Hospin
has made his way back to the Bastion in Fairhill. He has spoken with the
Knight-General and other senior members of the order regarding recent events.
Sir Hospin believes the Compact should be adjusted, so that the Southlands have
a formal standing army to repell any future invasions. Alas, his arguments have
mostly fallen on deaf ears, leaving Sir Hospin feeling quite vexed.
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Thursday, May 30, 2019
Lux Tenebris: Iliana Greenlane
ILIANA GREENLANE - L12 Strongarm Halfling Assassin

STR 12 (+1)
DEX 15 (+2)
CON 10 (+0)
INT 10 (+0)
WIS 12 (+1)
CHA 10 (+0)
HP 60
AC 13 (Leather
Armor)
Racial Traits:
Size: Small
Speed: 25 ft.
Luck
Brave
Halfling Nimbleness
Strongarm Weapon Training
Languages: Common, Halfling, Thieves' cant
Proficiencies: +4
Armor: Light
Weapons: Simple weapons, Hand x-bows, Longswords, Rapiers,
Shortswords, Battleaxe
Tools: Thieves' tools, Dice set, Land vehicles, Disguise kit,
Poisoners kit
Saves: Dexterity +6, Intelligence +4
Skills: Acrobatics +6, Athletics +5, Insight +9, Intimidation
+8, Perception +9, Stealth +10
Feats:
Military Rank
* * *
Expertise
Sneak Attack (6d6)
Cunning Action
Roguish Archetype: Assassin
- Bonus Proficiencies
- Assassinate
- Infiltration Expertise
Uncanny Dodge
Evasion
Reliable Talent
Equipment:
Daggers(3). Melee. +6 to hit; deals 1d4 +2 piercing;
Finesse, light, thrown (range 20/60).
Crossbow,Light. Ranged. +6 to hit; deals 1d8 +2 piercing;
Ammo (range 80/320), loading, 2-handed.
Battleaxe. Melee. +5 to hit; deals 1d8 +1 slashing;
Versatile (1d10).
Leather Armor. AC 11 + Dex Mod.
An explorer's pack, a disguise kit, a poisoner's kit, a set
of thieves' tools, a set of common clothes, a set of traveler's clothes, a dice
set, a purse containing 17g.
Iliana Greenlane grew up in the halfling village of Gold
Meadow. Most of her friends were Stout or Lightfoot halflings, but Iliana's family
were Strongarms. Because of this, she was always a little out of step with her
peers. While they were fishing or picking apples, Iliana was undergoing weapon
training with her father. Her preferred
weapon was the battleaxe and she became quite good with it.
Upon reaching her age of majority, Iliana joined a reputable
mercenary company and left Gold Meadow to see the world. She was gone for ten
years and when she returned she was much changed. Reserved and taciturn, she
refused to speak of her time away from Gold Moon, and became quite cold to
anyone who pressed her on the issue.
Iliana joined the village militia where she soon
distinguished herself as a deadly marksman with a crossbow. Over time, she
thawed a little, and even participated in local archery contests where she won
several prizes.
However, when the draconic legions passed through the area,
Iliana's warmth vanished. She became frighteningly cold and pragmatic. Her
quick thinking to evacuate Gold Meadow probably saved lives, and her neighbors were
thankful, even if they did return to decimated homes.
When the compact was invoked, Iliana led her village militia
to Fairhill where they joined the forces that would harangue the dragonborn legionnaires.
Because of her skills, she was asked to join a group of individuals who would
focus on high-risk targets, such as dragonborn officers, clerics and
spellcasters.
Iliana agreed, even though she was unsettled by the presence
of a Gray Warden among the group. During the campaign Iliana removed a number
of high-ranking dragonborn officers, and was credited with slaying the last
dragonborn soldier.
Iliana has since returned to Gold Meadow, to help her
village rebuild. Her actions in the conflict have earned her quite a
reputation, which she finds annoying. She has been appointed commander of the
village militia, and begins and ends each day with weapon training on the
village green. Inspired by their grim-eyed leader, many of the Gold Meadow
militia now take their duties far more seriously than before.
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Tuesday, May 28, 2019
Lux Tenebris: Strongarm Halflings
LUX TENEBRIS: STRONGARM HALFLINGS
Strongarm halflings are a halfling subrace found exclusively
in the Southlands of Nur. Although they possess the traits common to all
halflings (as outlined on p. 28 of the 5e Player's Handbook), they also possess
unique traits.
Strongarm halflings tend to be more serious than other
halflings, and slower to warm up to strangers in their midst. They also tend to be more clannish than other
halflings, preferring to associate mostly with their own kith and kin. Strongarms are not unfriendly, per se, just
more reserved and cautious than other halflings.
Strongarms appeared after the fall of the Phoenix Kingdom,
when Southland halflings had to become more self-reliant re their own
protection. Halfling communities could
no longer rely on the protection of knights or soldiers of the crown, so
individuals within those communities began to take it upon themselves to defend
their communities. Naturally, these likeminded individuals married each other,
beginning a tradition of physical conditioning and martial study.
More martial than most other halflings, Strongarms spend a
portion of their free time practicing with a weapon of their choice. Many choose the hand crossbow, preferring to
strike from a distance, but others choose traditional melee weapons such as the
battleaxe or warhammer.
Strongarm halflings often surprise Northland fighters with
their physical strength and martial ability.
Ability Score
Increase. Your Strength score increases by 1.
Strongarm Weapon
Training. You have proficiency with either the battleaxe, longsword,
shortsword, warhammer or hand crossbow.
Lux Tenebris: The Southlands
If you were
to ask someone from Darkwater or Mountgate where the Southlands begin, they
would probably describe the region south of the New Road and west of the
Palatine Peninsula. Ask the same
question of someone from Alindor or Alindrast and they would laugh and say that
they were the South. Southlanders,
however, would not include the Palatine Peninsula in the region, and would
scoff at any part of Nur further north than Alorn's Wall or east of Dorem's
Keep as being southern. Pretty much everyone agrees that the Southlands end at
the banks of the Narnola River in the west.
Culturally,
the Southlands share a common history and heritage that dates back to the time
of the Phoenix Kingdom, when the Kings of the South ruled from Goldcastle and
the Northlands were nothing but wild frontier.
The Phoenix Kingdom collapsed over four hundred years ago, at the Battle
of Grey Hill, but Southlanders still talk of the event as if it were recent
history. They curse Athen Blackmantle's
name to this day, burning him in effigy every winter, while Rochard, the last
king's name, remains a popular choice for boys among humans and halflings.
Halflings
are more prevalent in the Southlands than in any other part of Nur. They live
quietly, in small villages or hamlets, farming the fertile valleys. Some
halfling communities exist along the southern coast, but not many. Human
communities dominate the Southshore and the northern and eastern regions,
especially along the ruins of Alorn's Wall.
There are
no proper cities in the Southland, and few towns of any prominence. Fairhill is, perhaps, the best known
community outside the region. Although
it is a prominent trade and social hub, Fairhill is best known as the headquarters
of the Knights of the Phoenix Crown.
The Knights
of the Phoenix Crown trace their history back to the Phoenix Kingdom. They were
hand-picked by the King himself and charged with defending the kingdom from all
threats, foreign and domestic. The order
served loyally and well for centuries, but was unable to prevent Athen
Blackmantle's rebellion. Indeed, the order was betrayed by two of its most
respected members, Sir Tellorol Leanleaf and Sir Ormero the Doomed, who chose
to ally with their elven kin against King Rochard. Although King Rochard died and the Phoenix
Kingdom ended, the Knights of the Phoenix Crown remain, continuing to defend
the South and its peoples from all manner of threats.
Elves are
neither liked nor welcome in the Southlands. Many historians agree that if the
elves had not betrayed King Rochard and allied with the Blackmantle that the Phoenix
Kingdom could have survived. To this day, however, debate continues as to why
the elves betrayed the king. The most widely accepted theory, at least in the
South, is that they allied with the Blackmantle because he was a half-elf.
Blackmantle's mother was from a powerful elvish family, and it is widely agreed
that they engineered his birth to give them a road to the throne.
Whatever
their reasons, when the rebellion failed the elves found themselves driven from
the South. They fled north, establishing the cities of Goldsun and then
Moonhome. Even the wood elves fled the
region, claiming that the traitorous acts of their cousins had poisoned the
very land and water against the race.
There
seemed to be some truth to the wood elves claim that the Southlands had been
tainted by the rebellion. Droughts,
forest fires and pestilence seemed to fall upon the land. The Southshore was
beset by storms and hurricanes.
Communities that had survived and thrived for centuries were wiped out,
some in the space of a few days, others more slowly.
With no
central authority, lawlessness swept the land. Banditry became common, almost
expected, and the surviving coastal communities turned to piracy and shipwrecking
to survive.
Eventually,
the leaders of the larger communities, as well as the heads of various temples
and the Knights of the Phoenix Crown came together and hammered out an
agreement, known formally as the Compact of Three Rivers. The compact
established a unified legal code across the Southlands, based heavily upon the
old legal code of the Phoenix Kingdom. It also established a series of
conditions and treaties wherein the individual members would agree to suspend
any disagreements if the region was threatened by hostile forces, foreign or
domestic. The compact would be evaluated every ten years, although it could be
evaluated earlier if a majority of signatories desired.
Although
the compact had no immediate affects, it laid the groundwork for greater
cooperation and planning among the various Southern factions. The mutual defense aspects of the compact
would not need to be invoked for almost seventy years after the initial
signing, when a plague of undeath would sweep the region.
The Gray
Wardens appeared at this time, and, working with the Knights of the Phoenix
Crown, ended the situation by tracking down and executing the Carrion Court, a
group of evil necromancers. Afterwards,
the Grey Wardens would remain, declaring themselves guardians of the region's
graveyards, ruins and haunted places.
And although many would find their presence, and their nature,
unnerving, no one could deny that they kept the dead quiet and in their graves.
The compact
would be invoked again, ten years later, when the Kraken Brotherhood tried to seize
control of the Southshore, to turn it back into a haven for piracy. The Pirates
War, as it became known, would drag on for almost three years before the
Brotherhood would admit defeat and retreat.
In general,
however, the Southlands have remained largely at peace. Considered somewhat backwards by others,
there is little trade between the Southland and the other regions of Nur.
Insular and close-knit, the region's communities look after themselves and each
other, preferring to ignore events happenings beyond their borders.
Unfortunately,
the Southland has not been able to ignore the Draconic Invasion. General Akor Korkiri led over 10,000
dragonborn legionnaires from Calhorne, in the east, to Moontree, in the west.
Korkiri chose the most direct route, leading his army through the Southland.
What little resistance they encountered, the dragonborns responded to with
lethal ferocity. Whole communities were
laid waist to, while others were stripped of anything of value or use. The
Draconic Legions moved quickly, leaving death and hardship in their wake.
However,
after laying siege to Moontree and burning the coastal city to the ground,
Korkiri chose to return to Calhorne along the same route. This would prove to
be a fatal mistake, as the compact had been invoked and the South prepared a
lethal greeting for the dragonborn invaders.
Knowing they could never field a proper army against the legions, the
Southlanders adapted guerilla tactics.
They harangued the draconic legions with arcane spells and divine curses,
assassinated key commanders and destroyed supplies. They prevented them from
foraging by adopting scorched earth tactics, destroying anything in the
legions' route that could be of use.
Southlander casualties were light, while draconic losses went from a
trickle to a flood.
It was
roughly 1500 miles from the banks of the Narnola River to Calhorne. Before they
were even half way across the Southland, even after abandoning their spoils from
Moontree, the Draconic Legions had been decimated by the Southern tactics. At
the end, the Knights of the Phoenix Crown led a frontal assault upon the
dispirited remnants of the draconic forces, decimating them. No quarter was
given or asked for and the dragonborn dead were left where they fell, to replenish
the land they had invaded.
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