Locations, NPC's & Other Useful Information

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GreyWolfVT
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Locations, NPC's & Other Useful Information

#1 Post by GreyWolfVT »

There really are only the two town locations in this module. You start in Hanuman and are supposed to travel to Tragidore.

Tragidore: Tragidore is about 30 miles west and slightly north of Hanuman as the crow flies, or roughly 35 miles away if you stay on the main road out of Hanuman that runs due west for about 9 miles, then goes north for about 5 miles to the fringe of a wooded area, and then angles west and north until it gets to Tragidore. Tragidore was founded on the edge of a large forest and has built up a large logging industry, which supplies the people of Hanuman with lumber for construction.

Hanuman: Hanuman and Tragidore have a cooperative economic arrangement-or at least they did, until Tragidore began to have its problems. The farmers who live in and around Hanuman ship their produce to Tragidore, which does not have enough good agricultural land in its immediate area to feed all the people who live there.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Re: Locations & NPC's

#2 Post by GreyWolfVT »

Pelor
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Image

He rides a mighty ki-rin named Star Thought, summoning eagles and destroying evil with bolts of light. He is depicted as an older man with wild golden hair and beard, dressed in robes of shining white.
Title(s): The Sun Father, the Shining One
Home plane: Blessed Fields of Elysium (2e-3.5e)/Hestavar, the Bright City (4e)
Power level: Greater
Alignment: Neutral Good
Portfolio: Sun, Light, Strength, Healing
Domains: Good, Healing, Strength, Sun, Travel
Symbol: A face in a sun

Dogma
Pelorians believe that the life-giving sun is the best cure for all of Oerth's ills. Justice and freedom are brought about through charity, modesty, perseverance, and self-sacrifice. Pelor's priests teach that the truly strong don't need to prove their power. Pelorians strive to perform so many good acts that evil has no room in which to exist, though they will fight if necessary. Pelor is wrathful against the forces of evil, and is especially opposed to the undead. However, Pelor urges his followers to remember that excessive attention to things of evil can blind one to the truly important things: compassion and goodness. These are what must be emphasized above all. Pelorian dogma has it that the energy and power of life originates in the sun.

Scriptures
In the Sun Father's Hand is a controversial text accepted at present by only a handful of Pelorian temples. It was written about 476 CY by a woman named Tephos. Tephos was not a priest, but she believed herself to be Pelor's chosen representative on Oerth. Somehow she performed miracles, including curing an entire village of plague, before writing about her beliefs and vanishing in front of her disciples in a flash of golden light. Tephos taught that all property should be held communally, that society should return to a more "natural" state like that assumed to exist before the spread of civilization, and that clerics were unnecessary; Pelor could intervene directly instead. Most branches of the Pelorian faith consider Tephos to be gifted but delusional.
The Light of Pelor is the most common Pelorian holy book, beginning with Pelor's creation of the sun and telling of how Pelor instructed the first mortals. Some turned against his teachings, thus creating evil, and this evil spirit has waxed and waned over time. Some versions portray Pelor as the sun (Liga) itself, rather than its creator, and tell of Pelor's attempts to win back those who have strayed from his light. The Light of Pelor only has minor variations in it, and all are considered canonical, despite these small discrepancies. The book is often enchanted to glow with a soft solar radiance when it's closed, and some versions are gilded.

Worshippers
Pelor is a popular deity, much-beloved by the commonfolk. He is particularly revered in the Bright Lands (as Aurifar), among the Rovers of the Barrens, in Dyvers, Geoff, the Free City of Greyhawk, Nyrond, Perrenland, Sterich, Sunndi, Tenh, and Urnst (both the Duchy and the County). In his Baklunish aspect, Pelor is one of the major deities of the nation of Ekbir. He is worshiped on at least one other world, the homeworld of Mayaheine. The Prelacy of Almor was founded by a paladin of Pelor after the Battle of a Fortnight's Length, and though the nation became ruled by an ecumenical council, it remained the greatest center of Pelor's faith until Almor was destroyed during the Greyhawk Wars.
Although Pelor's church has a few heresies and schisms, the head priests of his powerful temples are in contact with one another and with the religion’s overall leadership. If the secular leaders of one nation place an onerous tax on Pelor’s temples, word will spread through Pelor’s hierarchy. Other nations might be persuaded by their Pelorians to apply diplomatic pressure to get the tax repealed.

Clergy
Pelor's clergy heal the sick, bless crops, help the needy, and destroy evil and the undead. They are caring and nurturing, with backbones of steel. The Pelorian priesthood attracts many naive youths to his service, but training is rigorous enough to send many of them back to their farms. Pelor's elite priests are called Radiant Servants. Pelor's favored weapon is the mace (heavy or light). Vestments are typically yellow or gold. Pelor's favored weapon in the 4th edition is the morningstar.

Druids
Pelor is served by a small number of druids, who behave in ways similar to his clerics, but with a greater emphasis on the care of plants and animals. They usually associate themselves with settlements rather than living as hermits, aiding the community with their hands, spells, and animal companions wherever they can. They are considered to have priest status within the Pelorian church, though they have a separate hierarchy. Pelor is also worshipped in the Old Faith, where he is considered the god of summer.

Paladins
Pelorian paladins, known as Crusaders, are rare, having appeared in large numbers only since the Greyhawk Wars. They are about as common as Mayaheine's paladins, though the demigoddess' church is much smaller than Pelor's. Pelor's paladins see themselves as the burning light of the sun which scours away darkness and evil and brings strength and comfort to the innocent. Though uncommon, they can be found in nearly every nation in the Flanaess, their dress varying according to the local culture. They are most common in Nyrond, the Urnst States, and the Sheldomar Valley. Crusaders believe that laws are helpful, but that they are at best a secondary goal and must be tempered with mercy. Their slogan is Equity for the Meek with Perseverance and Strength.

When not in formal dress, Crusaders favor light-colored tunics, particularly sky blues, pale greens, or grays. Some dress in commoner's clothing, especially when serving as community healers or in disguise. On formal occasions, they wear a black cloak emblazoned with the symbol of the sun. They blend into the darkness, only the shining symbols visible to their foes. An ancient order of Oeridian paladins predating the Great Migrations, the Lords of Sol, are now extinct, but their history is closely bound to that of the Aerdi tribes who founded the Great Kingdom. By the time of the Migrations, Hextor and Heironeous had gained greater popularity and largely subsumed the traditional roles of the Lords of Sol.

Rituals
Pelor's services involve communal prayer, the singing of hymns, and the distribution of alms. Prayers to Pelor are often affirmations in the first person, for example, "I am merciful, just as the Sun of Mercy shines on me." Weddings and rites of passage often take place at the beginning of a new season. Farmers often request a ritual known as the Blessing of the Sun-Kissed Field.

Temples
Pelor's temples are tall, with large windows; many are stained-glass cathedrals. They are arranged so that the sun shines into most of the rooms during the day, and many feature large courtyards. They tend to be airy and blindingly white. Temple trappings are typically yellow or gold. They are always kept clean. Many Pelorian temples have hospital wings.

Holy days
Pelor's major holy days generally take place on the solstices and equinoxes of the Greyhawk Calendar. Breadgiving Day. On this day, taking place on the 4th of Needfest (the Winter Solstice), Greyhawk's clerics of Pelor, Rao, and Saint Cuthbert distribute food to the poor. The Feast of Edoira. The Pelorians of Greyhawk also join Raoans in this interfaith celebration, occurring on Growfest 4. Midsummer's Day. This day, also known as the Holy Day of Pelor, takes place on Richfest 4, the day of the Summer Solstice.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Locations, NPC's & Other Useful Information

#3 Post by GreyWolfVT »

Gruumsh
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Image

Title(s): One-Eye, He Who Never Sleeps, the One-Eyed God, He Who Watches
Home plane: Infernal Battlefield of Acheron, Nishrek (Forgotten Realms), Chernoggar, the Iron Fortress (4th edition)
Power level: Greater
Alignment: Chaotic Evil
Portfolio: Orcs, conquest, strength, survival, territory
Domains: Cavern, Chaos, Evil, Hatred, Orc, Strength, War
Symbol:An unblinking eye

Description
Gruumsh appears as a powerful orc with one eye. A figure of fury and driven cruelty, Gruumsh rules his pantheon with brute power. His favored weapon is the spear.
Realm
Gruumsh's divine realm is the Iron Fortress in Nishrek. In the standard cosmology represented by the Greyhawk and Planescape campaign settings, Nishrek is a part of Acheron, while in the Forgotten Realms cosmology this is a plane of its own. Gruumsh shares his home in the Iron Fortress with his son Bahgtru and his lieutenant Ilneval.
In 4th Edition, Nishrek was once a dimension in the Astral Sea, until Gruumsh used all of his power to throw his entire realm (literally) at Chernoggar in an attempt to defeat Bane and become sole God of War. The two dimensions fused together after the impact, and the two Gods have been in an eternal state of war ever since. Gruumsh lives in Chernoggar now, in a tower of skulls in the middle of what was once Nishrek. It is rumored, but never proven, that other Gods helped Gruumsh when he threw Nishrek at Chernoggar in an attempt to defeat, or at least distract, Bane to prevent the Black Lord from invading other realms.

Worshippers
As orcs that are not clerics or adepts are forbidden to speak his name, Gruumsh is also known as "One-Eye," "The One-Eyed God," "He-Who-Never-Sleeps," and "He-Who-Watches."
Clergy, temples, and rituals
Gruumsh's priests wear dark red vestments, war helms, and black plate mail. His sacred animal is the giant rat. His holy day is the new moon, and he is worshipped in orcish lairs. A sacrifice of blood is made to him monthly.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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GreyWolfVT
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Re: Locations, NPC's & Other Useful Information

#4 Post by GreyWolfVT »

NPC's met on the road to Tragidore:
Borse Kordona:
Borse Kordona, 4th level fighter: AC 8 (leather); MV 6 (12 when sober); HD 4; hp 32; #AT 1; Dmg 1d8 (long sword); AL NG; THAC0 17.
The Refugees:
The three women and their five children are 0-level characters, AC 10, with 1d4 hit points apiece. The driver has a whip (Dmg 1d2), but
otherwise they are unarmed.
The Rejects:
Each of the men is a 1st level fighter dressed in leather and carrying a long sword and shield. AC 8 (Leather); MV 12; HD 1; hp 8; #AT 1; Dmg 1d8 (Long Sword); AL NG; THAC0 20.
The Ruffians:
Thieves (4,3rd lvl): AC 6 (leather & Dex bonus); MV 12; HD 3; hp 18, 15, 14, 16; #AT 1; Dmg 1d6 (short sword & Short Bow); AL NE; SA backstab for double damage; THACO 19.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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