Sunday, March 20, 2016

ADANIR: Notable NPCs and Places



SHIVAN

Adanir is ruled by Lord SHIVAN, the Elder Elf King. The Kings of Adanir are infused with power by a pact with the gold dragon ANNAYUR. The elven society is strictly reclusive, a vast store of magic and might, but sworn by Annayur not to care about the Middle World.

After the destruction of Behemoth, Annayur saw that other mortals had a negative impact on the elves, and they locked themselves away to study life and its secrets in seclusion. Though they wield great magic, they are trapped in their own prison. It is forbidden to leave Adanir, by punishment of death.

Adanir is protected by the Order of Golden Disciples, monks sworn to uphold Annayur’s will (which is protecting his children, as he is bonded with the royal family).
The Golden Order is led by JAYAN, who inherited the position from his father. Jayan thought your party was being honest and noble in its quest to help the Middle World. He informed Anden of the young elf's noble birthright, and helped train Failn in some more monastic regimens.
SAMOUJIROU

Shivan's councilor is a crow-headed Tengu named SAMOUJIROU. Samoujirou is distrustful of the
party, believing you may be spies or assassins. The Tengu live on the slopes of Mt. Ara, the tallest peak around the valley, where Annayur dwells.

The court librarian and chief scholar is TABARI. Tabari is a green-scaled Dragonborn, a creature whose presence is unique among the kingdoms. Dragonborn are not known to exist, and Tabari is something of a curiosity. He's rather grateful that Adanir is so used to him and shut off from the Middle World, so that he does not draw unwanted attention.

Adanir's people are still master craftsmen and enchanters, and magical items can be bargained for there more easily that some of the other kingdoms.
Its people are devoted to the Celestials, who were a notable part of Adanir's court before the city closed its gates. Many priests (called shugenja) still maintain these temples because it is important to the functioning of the city. Of notable concern are the temples devoted to:
  • Ashnan, the Farmer, whose shugenja oversee the valley's crops and sustenance. Maru's childhood friend Chou is a shugenja for Ashnan.
  • Nidaba, the Scholar, who entrusted the royal library to Tabari. The library houses any number of divine spells.
  •  Kujaku, the Peacock-King's protege was the seeress Uhr-Mina. Kujaku helped created the time distortion surrounding the valley.
  • The temple to Kui, Celestial of rain and storms, is where your party's cleric, Arashino Maru, was trained. His father, ARASHINO ROUKU, is a respected head of the order.

Adanir has access to the outside world via a special trade route to the peninsula south of the mountains.

It should be noted that Shivan's sister, ENILA, was killed pleading against Shivan's isolationist movement. Enila was revealed to Anden to be his mother, so Anden (birthname of Namtar) is a prince of Adanir, and Shivan's nephew. According to Jayan, Shivan (and possibly the city) would not react well to this news, and so Anden keeps his true identity secret.

Thursday, March 17, 2016

Congratulations on your new purchase! FLYING CARPET USER'S MANUAL




After bringing Uhr-Mina back to the court if Adanir, Shivan entrusted you with a flying carpet. He hoped it would expedite your mission as envoys to the other Kingdoms of the Middle World, in the hopes you can stop the threat of a Naga invasion.

Here's some information about your sweet new ride:

http://www.referralcarpetcare.com/Pics/rolled%20rug.jpg 

History
The elves of Adanir are masters of enchantment. During the Second Age, in their alliance with Majirah, they controlled a special unit of battle-mages that employed flying carpets. Adanir also used the carpets as a means of transportation for their nobles, when they still dealt with the Middle World.

The carpets are made of sheep wool (some raised in Adanir, others in Taishan) and silk (that is secretly imported from Taishan, even now), and dyed from various natural dyes. The carpets are then enchanted by a select group of Adanir wizards.

While the carpets were very common to see when Adanir interacted with the outside, now they are kept under strict supervision by the court. You've been given a very honorable investment.

Using Your New Carpet for Fun and Profit
The carpet is larger and slower than many other kinds you may see or encounter, and other mounts like horses (and ponies). This is because it had to be large enough to fit your party, as well as to carry the bulk of your weight (including armor).

Size: 6 ft by 9 ft.
Capacity: 900 lbs.
Speed: 30 ft per round (24 miles in 8 hours). It moves half this rate if you overload it.
Weight: 100 lbs (when rolled and carried).

The main benefit of the carpet is that you don't have to stop and feed it, rest, etc. So you can travel longer without the need for long rests. So you could travel up to 16 hours or so a day without really tiring or suffering the effects of exhaustion.
Generally, we'll assume after each four hours you are grounding the carpet and walking about for a short rest period. Otherwise you'd all cramp up and such, right? 

Command
The carpet has a command word that must be spoken as an action to make it hover and fly. It moves according to your spoken directions, provided you are within 30 feet of it.
You all have control of the carpet.
The current command word is banana-pop. (You can change this if you all agree.)

Defenses & Damage
The flying carpet is enchanted to withstand the wear-and-tear of travel, but it is not invulnerable. It can be cut, burned, and ruined if you're careless with it. While the carpet can function with damage, it's up to a case-by-case basis if the carpet gets so badly damaged it's unusable. You can repair the carpet by returning to Adanir (with certain caveats...).

Adventure 11: Senganji & Uhr-Mina

After waking in Adanir, the members of the party were separated from the others in various ways. They were each questioned about their being in Adanir, about carrying Naga silver, and why they were journeying.

After three days in various states of isolation, the party was reunited and brought before Lord Shivan's court in Adanir. In Shivan's court was also Jayan, an elven monk and head of the Golden Order who protect Shivan and the city, and also Samoujirou, a winged Tengu: a crow-headed creature who is Shivan's advisor. While Jayan praised the adventurers and thought they were envoys of the Middle World who could break Adanir's isolationism, Samoujirou was still suspicious that they were not all they claimed and possibly after the Elder Elves' leader (or some other power).

Uhr-Mina, the Seeress of Adanir
The group convinced Shivan to listen to the council of Uhr-Mina, a seeress who had been respected by Shivan's father. When Shivan took the throne, he had Uhr-Mina banished to the Temple of Senganji, in the northeast of the valley. The party offered to go and bring her back so that her wisdom may help Shivan's decision. The court allowed this.

Senganji was built in honor of Kujaku, the Celestial of Time and Fate. Sometime around three hundred years ago, an earthquake struck the valley, and a chasm split most of the temple from the mainland, leaving the temple in ruins.

The party ventured through Senganji, learning that the temple controlled a time- bubble that was created by Kujaku around the valley. This bubble was supposed to keep Adanir suspended in glory, but the quake's destruction ruined this, and now time leaked around the valley, and in the temple particularly. The party learned that the monks had been attacked by a draconic beast that Annayur (the Gold Dragon) tried to drive away, as well as a crafted Guardian of the Cloister, a samurai-armor Helmed Horror.
A tougher, winged Ryujin

The party managed to pass the Horror through various encounters thanks to Ardeshir's and Anden's quick-thinking, eventually ending it. As they continued on they also met ryujin, who were squatting in the temple's ruins, loyal to the beast they called "their mistress."

When the party reached the uppermost areas of the temple, past the quake-fissure, they encountered a wyvern, a dragon-like beast with a poisonous barbed tail.  Maru and Elaria summoned forth terrible storms, and with the aide of Failn miraculously stunning the creature, the party made quick work of the wyvern.
In a shrine, Uhr-Mina awaited the party's arrival. She said, "Master Kujaku told me that one day you would arrive, and that Adanir would have to step from the shadows into the light."

The party brought Uhr-Mina back to Shivan's court, where eventually she helped sway the troubled King to see that the adventurers were interested only in saving the Middle World from the threat of a Naga invasion, not assassinating the Elf king. The court claimed that the adventurers must live true to their mission: they must recruit the other kingdoms to their cause, to stand together, and eventually travel into the unknown regions of Lost Khandar, where the Nagas dwelled. To aid in their travels, the court bestowed upon the party a flying carpet, a magical mount of Adanir, and wished them well on their journey.

With the Middle World now widely open to them, the party discussed where to go next. It was decided the first stop should be the Dwarven citadel of Garm, to check on any progress made with the ruins underneath Rhotas. From there, they would travel to the desert capital of Majirah.

RECAP:
  • Kujaku created a time distortion around the valley of Adanir. While this time-distortion was supposed to prevent the passage of time altogether, the quake eventually cracked this. Time passes slowly in Adanir: one day in Adanir represents a week going by outside the valley. 
  • Uhr-Mina is a seeress and protege of Kujaku, the Celestial of Time and Fate.
  • Ryujin are small draconic humanoids who served larger draconic beasts. They are mostly annoying and not terribly dangerous, although over time they can build interesting traps.
  • The party received a Flying Carpet from Shivan, in the hopes of traveling the Middle World to recruit the Kingdoms to the fight against the Nagas of Lost Khandar.







Saturday, January 9, 2016

It's Dangerous to Go Alone.


Courtesy of oglaf. (again.)

Makes you think twice about going out into the world.

Tuesday, December 29, 2015

Adventure 9: The Gates of the Golden City

After trekking through Abizad, the group set up camp before heading further into the mountains. The cold and height was already weighing heavily upon the party members used to the warmth (everyone but Arashino Maru and Ichirou).

While the others slept, Elaria and Failn kept watch. They encountered a traveling merchant, an anthropoid tanuki (raccoon dog) named Gyoubu. Gyoubu built a fire as well as a protective circle because "Annayur is always listening." Failn purchased a few gyoubi nuts from the furry vendor, and the two wood elves listened to Gyoubu's tale of how he was now a wanderer. The Nagas had driven out the Gyoubu from their home near the massive Gyoubi Tree ages ago, and so they were scattered across the Middle World. While in the circle, it should be noted, Gyoubu was also hidden from Anden's senses as well.

He also warned them about the road ahead. To reach the gates they would have to pass through Amenobochi, the Grave Pass. Since Adanir's doors were sealed, the main roads had fallen prey to landslides and disrepair, and so the only way through was the Grave Pass. The Grave Pass had been created by the suffering spirits that were trapped from the valley. After sharing their fire and meals, Gyoubi continued westward, seemingly unfazed by the dangers of Abizad the party had just left behind.

The next day they continued on, climbing through the mountains and eventually reaching the misty Grave Pass. Within the pass the party encountered several Oni, hungry ogres, as well as Spirit Wisps, who could be soothed by tending to their shrines/graves. With Elaria's help in soothing the nature spirits and the party's perseverance, the group passed through to the final areas, where they warded off by a Bone Naga, protecting the treasures and grave of the old king of Adanir. Via Maru and Anden's silvery tongues. the party escaped the Bone Naga's wrath.

At the Golden Gates the party encountered the Dao, the earth elemental set to guard the gates. Maru and Anden again pleaded for safe passage, which was granted. After combating some ice mephits they reached the massive stone doors protecting the city from the Middle World. A small pedestal stood in front of the door, in which Anden placed his small cube-key.

The doors opened into a verdant forested valley. The golden city of Adanir sparkled beneath a blue sky ahead of them. As the party descended into the valley, they were met by a party of elven monks in gold robes, who warned them they were trespassing. A giant shadow passed over the group, and the golden form of Annayur touched down behind the elves. The dragon roared. Everything became hazy, and the party fell into divine sleep. . .
  • The King of Adanir, Shivan, has closed the gates to the city for some 600 years. 
  • The Golden Disciples are an order of warrior-monks who protect Adanir are revere Annayur, the gold dragon.
  • The Grave Pass outside Adanir is haunted by disgruntled spirits, who were locked out of the city. This is a moment of the natural/spirit world being closed off from the mortal kingdoms.
  • Gyoubu is a wandering tanuki merchant. His homeland is somewhere west, in Lost Khandar. It is a place called the Gyoubi Tree, from which the Gyoubu were scattered by the Naga Kingdom.

Thursday, November 19, 2015

Adventure 8: Abizad

The heroes met in the remains of a tall domed building the stone giant Gaddadhara. They took shelter in his cave-ruin-home and inquired about the road ahead.  Ahead of the party lay a mountain pass to Adanir, which wound through the ruins of an old trading city called Abizad.

Gaddadhara informed them that the ruins of Abizad were plagued with the restless souls of mortals trapped there when Adanir sealed the gates to prevent other mortals from reaching Adanir as well as Elder Elves from visiting the outside world. It was also home to a wandering Ushi-oni, a bull creature tamed to guard areas from trespassers.

The party also met Arashino Maru, a half-elven cleric who was also trying to find Adanir for unknown reasons. With the loss of Steiger, Maru helped heal their emotional and physical wounds and the group continued on.

At the entrance to Abizad the party fought off mountain harpies as well as a lumbering troll. With some diligent teamwork and effort the party managed to stop their enemies and continue forward.

Abizad was a crumbling city partially covered by years of avalanches and mountain collapses. The sandstone and adobe buildings, painted in tiled in the Majirahan style, were covered in debris and failing. The bazaar streets were empty. Two large structures stood out: a tired pagoda on a hill, and further down towards open cliffs a domed tower.

The party wound through the streets toward a temple to Neral, the Celestial Warrior, and inside they found a priest's corpse clutching a box. Arashino Maru took the box, awakening the ghost of the priest. With Ardeshir's help they rebuffed the ghost's advances.

Continuing uphill to the pagoda, the group found a courtyard full of deceased. While Ardeshir and Failn set to disarming and burying the corpse's weapons, the rest searched through the pagoda. Finding the remains of Abizad's city council, they found some more relics amid the ruins, and awakened a second ghost. This one was turned by Maru, and the group fled toward the city's rear gates, winding deftly through the city streets with maps taken from the pagoda.

Upon reaching the rear gates, the group crashed through them to ascend into the mountains above, toward Adanir.

Thursday, November 12, 2015

The Dark Witches

The following document was discovered on the body of Steiger. It was the results of the research into the Dark Witches he received from Shiranui, the court librarian at Tahirah.


The Dark Witches

When the world was young, and the Creator was fashioning the mortal races, there arose from the Void a consciousness. This consciousness too coveted worship, and fashioned from the gnarled and hard places the crones that became the Dark Witches. It is said when Tien Lung brought the body of his sister Tiamat to the Apsu, Tiamat’s consciousness splintered and became the life-force of these Witches, each embodying parts of the chaotic dragon’s psyche.

They are immortal, fed by the Apsu and in turn feeding it the souls of light from the Creator’s “pets.” They are macabre and delight in darkness, often toying with mortals or creating elaborate pacts which they use to their advantage. They can alter their form, curse their enemies, travel enshrined in the ethereal plane, and they delight most in blaspheming against the Creator and his Middle World.

They dwell in the deepest hollows and ruins, often roaming to keep from being found out. They steal infants and fester in mortal dreams. They often turn the very land into traps and wards, ensuring most mortals do not visit them unwanted.

The witches are difficult to truly kill, regenerating lost limbs and flesh through the darkness they serve. The only way to kill them is to throw them into their own portals to the Void, feeding them to the beast that created them.

You met Tataka, the Bog Witch, in Gurigashon. She is devoted to catching travelers in that festering swamp. She represents Hunger. Other Witches dwell in the dark corners of the earth. Known Witches are:
Zeniba, the Money Witch, who grew out of the greed of Taishan. She dwells hidden in the ruins of Xendu on the east coast, preying on the lure of treasure-hunting fools. She is Greed or Covetousness.
Keket—the Dark Sandsiren—who dwells in Dekri Cataract, driven there by the Kaftar when they overtook Nemburu. She reviles the sun and stalks Majirahans during the night. She is Lust/Desire.
Holda, the Weasel, who lives in the Northern Kelim woods around the Labyrinth of Sirrush. She beguiles traders and Northmen explorers. She is Deceit.

Your cameo bears the visage of Harinidra, the Dream-Thief. She dwells in Ra’s Shalan Wadi by the Bazahn Wastes and torments sleeping mortals with their fears and failures. Thus, she represents Dreams and Fear. It is said she inhabits a special realm around a place called Nyura’s Point, and possesses potent magic.

It should be noted that other emanations of the Void’s Daughters probably exists, as most mortals who encounter them do not live to catalogue them. Some can be easily dealt with (if not killed), but others are dangerous and require magic or silvered weapons, while having the advantage of other immunities as well.