Monsters Are We
Saturday, May 4, 2019
Thursday, May 31, 2018
Episode Second Semester: All the stuff that happened
OK, so lets recap.
Llewellyn's tower was in a sorry state, with monstrous half-finished experiments running wild. Most pitiful of these was the deranged human named Schmendrick, whose mind was broken and his body altered. Fortunately, the party was able to establish long-term care for him at the Temple of Odin, and while he might never recover sanity, at least he was able to find some modicum of peace.
The other hybrid creatures inhabiting the tower all had to be destroyed, but once the tower was tamed, the party found some treasure, including a stash of healing potions and a stash of gold. More importantly, the party found out more about the Soul Gems, including the fact that in addition to the Dragon Stones and the ones that transformed the characters, several others seem to have gone missing.
Soon thereafter, the Paramswarm, speaking for the Overlord (who, according to Euwin's superiors in the Order of the Key, had fallen ill), gives the party their first job. Accompany the elf Teldyr to his village to find the source of the unnatural events in the Dearthwood, where animals and plants seem to have turned against the elves. After warding off an attack from Dire Wolves, the party learned that even the orcs led by the Red Queen were suffering those attacks. After an initial confrontation, the party was led to the Red Queen's presence. They are disarmed, and blood was taken by the shaman to ensure their good behavior. The Red Queen offers the location of the blight on the Dearthwood in exchange for recognition of her boundaries by the elves and the Overlord. The party offers to plead her case, but cannot offer guarantees about the Overlord's response.
The source of the troubles is a corrupted pool, tainted by the presence of a demonic tree-spirit. Local dryads have been warped into evil spirits. After a mighty struggle, the glade is cleansed of evil, but Crimsea decides to remain behind and help the wood to heal. She undergoes an apotheosis, making her a virtual goddess in the wood. The rest of the party returns to the Red Queen, who against the advice of some of the more aggressive orcs, offers them safe passage back to the City-state.
The party returns to find the city under partial quarantine. The disease which afflicted the Overlord has spread to the poor district of the city (which abuts the party's tower), and squadrons of guardsmen restrict access to the neighborhood. Even worse, the city is in conflict, awaiting the immanent death of the Overlord. Few want to back the rightful heir, as the Overlord's son is only two years old. His wife is little more than a child herself, and her recent marriage to the Overlord leaves little support for the foreign-born woman. Many nobles back the Baron Heldan, the leader of the Order of the Key, but his tough law-and-order policies are not popular among the city dwellers, who have grown accustomed to the Overlord's laissez-faire approach. In that vein, guildmasters support Viscount DoUrden, who sees the flow of gold into the city as his most important priority.
To prevent all-out civil war, the party knows it must find a cure quickly, hopefully saving the Overlord's life. Believing an answer lies in Llewellyn's library, they bluff their way into the quarantined neighborhood, using a wagon of hams as their cover. While Alma stays outside to tend the afflicted, the others sneak into the tower. Before they can find any information that might resolve the situation, everyone is wracked by intense pain as the next stage of their transformations occur. Before they can recover, they hear the words of a Sending Spell from Paramswarm: "Come to the palace at once. The Queen demands an audience."
The Overlord's wife has never used that title before, so Paramswarm's words can only mean one thing: the Overlord is dead.
Llewellyn's tower was in a sorry state, with monstrous half-finished experiments running wild. Most pitiful of these was the deranged human named Schmendrick, whose mind was broken and his body altered. Fortunately, the party was able to establish long-term care for him at the Temple of Odin, and while he might never recover sanity, at least he was able to find some modicum of peace.
The other hybrid creatures inhabiting the tower all had to be destroyed, but once the tower was tamed, the party found some treasure, including a stash of healing potions and a stash of gold. More importantly, the party found out more about the Soul Gems, including the fact that in addition to the Dragon Stones and the ones that transformed the characters, several others seem to have gone missing.
Soon thereafter, the Paramswarm, speaking for the Overlord (who, according to Euwin's superiors in the Order of the Key, had fallen ill), gives the party their first job. Accompany the elf Teldyr to his village to find the source of the unnatural events in the Dearthwood, where animals and plants seem to have turned against the elves. After warding off an attack from Dire Wolves, the party learned that even the orcs led by the Red Queen were suffering those attacks. After an initial confrontation, the party was led to the Red Queen's presence. They are disarmed, and blood was taken by the shaman to ensure their good behavior. The Red Queen offers the location of the blight on the Dearthwood in exchange for recognition of her boundaries by the elves and the Overlord. The party offers to plead her case, but cannot offer guarantees about the Overlord's response.
The source of the troubles is a corrupted pool, tainted by the presence of a demonic tree-spirit. Local dryads have been warped into evil spirits. After a mighty struggle, the glade is cleansed of evil, but Crimsea decides to remain behind and help the wood to heal. She undergoes an apotheosis, making her a virtual goddess in the wood. The rest of the party returns to the Red Queen, who against the advice of some of the more aggressive orcs, offers them safe passage back to the City-state.
The party returns to find the city under partial quarantine. The disease which afflicted the Overlord has spread to the poor district of the city (which abuts the party's tower), and squadrons of guardsmen restrict access to the neighborhood. Even worse, the city is in conflict, awaiting the immanent death of the Overlord. Few want to back the rightful heir, as the Overlord's son is only two years old. His wife is little more than a child herself, and her recent marriage to the Overlord leaves little support for the foreign-born woman. Many nobles back the Baron Heldan, the leader of the Order of the Key, but his tough law-and-order policies are not popular among the city dwellers, who have grown accustomed to the Overlord's laissez-faire approach. In that vein, guildmasters support Viscount DoUrden, who sees the flow of gold into the city as his most important priority.
To prevent all-out civil war, the party knows it must find a cure quickly, hopefully saving the Overlord's life. Believing an answer lies in Llewellyn's library, they bluff their way into the quarantined neighborhood, using a wagon of hams as their cover. While Alma stays outside to tend the afflicted, the others sneak into the tower. Before they can find any information that might resolve the situation, everyone is wracked by intense pain as the next stage of their transformations occur. Before they can recover, they hear the words of a Sending Spell from Paramswarm: "Come to the palace at once. The Queen demands an audience."
The Overlord's wife has never used that title before, so Paramswarm's words can only mean one thing: the Overlord is dead.
Friday, December 8, 2017
Episode Six: Breakfast with the Overlord
Present:
Alma (Jane)
Crinsea (Hannah)
Euwin (Paul)
Flux-Hand (Liam)
Laeknir (Mr. Rheam)
Ponty (Garrett)
His Excellency Higelak IX does not play games of subtlety. His assassins made sure that the party was in the Overlord's palace hours before their scheduled meeting time, disarmed and cast into a pit with no ready escape. His archers and several members of the Black Lotus squad of assassins circle the perimeter of the pit, discouraging any thought of resistance. The Overlord then makes an appearance, sneering into the pit and making the power relationship abundantly clear to the party. Paramswarm trails in his wake. For a wizard who faced down a dragon, he seems more than a little nervous.
He then lays out the situation from his perspective: his wizards had promised him monstrous superweapons that he could use to fight the dragonlords. Instead, he wound up with a bunch of neophytes who still have not grown into their full monstrous powers. Nonetheless, he proposes a partnership: in exchange for acting as his agents against the Dragonlords and other enemies of the City-state, he will make sure that they can live in comfort within the city walls, with a generous stipend and promises of further rewards. He even offers use of what he describes as a "spacious townhouse." Given the alternatives that he does not even ttry to cloak in subtlety, the party agrees to his terms, at least for now.
After being escorted from the citadel, Paramswarm accompanies the group to the Balor's Eye. He provides some details about what is known about the dragonlords. He also adds that the soul gens are charged by life experience and energy, so the best way to hasten the transformation would be to explore, take risks, and to challenge enemies. He then delivers some bad news: the "townhouse" the Overlord spoke of is the now-deserted tower of the Wizard Llewellyn. Barred by magical wards to all save the rightful owners, he presents them with a key and warns them of Llewellyn's earlier sadistic experiments to make monstrous soldiers for the Overlord. On the bright side, Llewellyn knew far more than Paramswarm did about the Soul Crystals, and his notes may reveal some secrets as to the monstrous transformations.
The tower is built into the side of the city wall. Access is by a drawbridge and a magical portal which is operated by strongly presenting the tower key. Inside, two animated suits of armor served as sentinels. They took rather poorly to being shot by arrows.
Thanks, Ponty.
Alma (Jane)
Crinsea (Hannah)
Euwin (Paul)
Flux-Hand (Liam)
Laeknir (Mr. Rheam)
Ponty (Garrett)
His Excellency Higelak IX does not play games of subtlety. His assassins made sure that the party was in the Overlord's palace hours before their scheduled meeting time, disarmed and cast into a pit with no ready escape. His archers and several members of the Black Lotus squad of assassins circle the perimeter of the pit, discouraging any thought of resistance. The Overlord then makes an appearance, sneering into the pit and making the power relationship abundantly clear to the party. Paramswarm trails in his wake. For a wizard who faced down a dragon, he seems more than a little nervous.He then lays out the situation from his perspective: his wizards had promised him monstrous superweapons that he could use to fight the dragonlords. Instead, he wound up with a bunch of neophytes who still have not grown into their full monstrous powers. Nonetheless, he proposes a partnership: in exchange for acting as his agents against the Dragonlords and other enemies of the City-state, he will make sure that they can live in comfort within the city walls, with a generous stipend and promises of further rewards. He even offers use of what he describes as a "spacious townhouse." Given the alternatives that he does not even ttry to cloak in subtlety, the party agrees to his terms, at least for now.
After being escorted from the citadel, Paramswarm accompanies the group to the Balor's Eye. He provides some details about what is known about the dragonlords. He also adds that the soul gens are charged by life experience and energy, so the best way to hasten the transformation would be to explore, take risks, and to challenge enemies. He then delivers some bad news: the "townhouse" the Overlord spoke of is the now-deserted tower of the Wizard Llewellyn. Barred by magical wards to all save the rightful owners, he presents them with a key and warns them of Llewellyn's earlier sadistic experiments to make monstrous soldiers for the Overlord. On the bright side, Llewellyn knew far more than Paramswarm did about the Soul Crystals, and his notes may reveal some secrets as to the monstrous transformations.
The tower is built into the side of the city wall. Access is by a drawbridge and a magical portal which is operated by strongly presenting the tower key. Inside, two animated suits of armor served as sentinels. They took rather poorly to being shot by arrows.
Thanks, Ponty.
Wednesday, November 29, 2017
Episode Four/Five
Present:
Alma (Jane)
Crinsea (Hannah)
Euwin (Paul)
Flux-Hand (Liam)
Laeknir (Mr. Rheam)
Ponty (Garrett)
The adventurers awake in the River Snake. Apparently, three days have passed while they recover from their unusual procedure. All have been changed in some way, and while none are displaying any overtly monstrous characteristics just yet, neither are they fully human (or elven, or halfling). The weary warrior Pallando awaits them in the common room, informing them that Paramswarm and Allatar have gone ahead to the City-State to brief the Overlord.
The group decides to travel upriver on one of the barges that managed to avoid draconic acid. The crew eyes their passengers warily, but for the most part they are professional, and by the end of the day, they are underway.
Late the next day, drums can be heard from the Dearthwood. Alma recognizes the rhythms as an Amazon war beat, giving credence that an Amazon adventurer has united the Orc clans and become their queen. Shortly thereafter, four orcish war canoes make for the barge. Spells and flaming flotsam keep the orc pirates from closing, and the barge escapes into the night.
The barge continues upriver for two more days. The winds die down, and the going becomes much slower. The adventurers slowly come to accept the new normal, even as they wonder what changes lay further in store for them. Then, a bump on the bottom of the vessel indicates that the group is not safe yet. The captain tries to run, but a tentacled horror is far astern. The party offers to jump ashore as the ship nears the right bank of the Roglaroon. With some splashing and tumbles, they make it. In the distance, they can see tentacles tear apart the barge, and they can only hope the crew made it to safety.

The road to the City-State runs through the Mermist Marsh, a desolate bog traversed by the causeway of the Great South Road. The party reaches the edge of the marsh at nightfall and decides to march ahead, taking advantage of their nightvision. However, predators come out at night, and two giant frogs needed to be dispatched before the party could proceed to their destination.
They reach the City-State by mid-morning, filthy and exhausted. Some guards at the gate eye them warily, but after the group pays a modest toll and consents to a cursory search, they are allowed to pass. Just inside the gate, a hooded servant named Gurgi claims to be working for Paramswarm and he offers to take the adventurers to the Balor's Eye, the finest inn in the City. The party bathes and receives the gift of some clean formal clothes for their audience with the Overlord. A few explore the city, checking in to help wrap up the business of their former patrons and to buy some new supplies. Food and drink flow freely that night, and some of the party crash before they should. The others find members of the Overlord's Squad of elite assassins waiting for them in their rooms. They make it clear that they are to accompany them, unarmed and blindfolded...
Alma (Jane)
Crinsea (Hannah)
Euwin (Paul)
Flux-Hand (Liam)
Laeknir (Mr. Rheam)
Ponty (Garrett)
The adventurers awake in the River Snake. Apparently, three days have passed while they recover from their unusual procedure. All have been changed in some way, and while none are displaying any overtly monstrous characteristics just yet, neither are they fully human (or elven, or halfling). The weary warrior Pallando awaits them in the common room, informing them that Paramswarm and Allatar have gone ahead to the City-State to brief the Overlord.
The group decides to travel upriver on one of the barges that managed to avoid draconic acid. The crew eyes their passengers warily, but for the most part they are professional, and by the end of the day, they are underway.
Late the next day, drums can be heard from the Dearthwood. Alma recognizes the rhythms as an Amazon war beat, giving credence that an Amazon adventurer has united the Orc clans and become their queen. Shortly thereafter, four orcish war canoes make for the barge. Spells and flaming flotsam keep the orc pirates from closing, and the barge escapes into the night.
The barge continues upriver for two more days. The winds die down, and the going becomes much slower. The adventurers slowly come to accept the new normal, even as they wonder what changes lay further in store for them. Then, a bump on the bottom of the vessel indicates that the group is not safe yet. The captain tries to run, but a tentacled horror is far astern. The party offers to jump ashore as the ship nears the right bank of the Roglaroon. With some splashing and tumbles, they make it. In the distance, they can see tentacles tear apart the barge, and they can only hope the crew made it to safety.

The road to the City-State runs through the Mermist Marsh, a desolate bog traversed by the causeway of the Great South Road. The party reaches the edge of the marsh at nightfall and decides to march ahead, taking advantage of their nightvision. However, predators come out at night, and two giant frogs needed to be dispatched before the party could proceed to their destination.
They reach the City-State by mid-morning, filthy and exhausted. Some guards at the gate eye them warily, but after the group pays a modest toll and consents to a cursory search, they are allowed to pass. Just inside the gate, a hooded servant named Gurgi claims to be working for Paramswarm and he offers to take the adventurers to the Balor's Eye, the finest inn in the City. The party bathes and receives the gift of some clean formal clothes for their audience with the Overlord. A few explore the city, checking in to help wrap up the business of their former patrons and to buy some new supplies. Food and drink flow freely that night, and some of the party crash before they should. The others find members of the Overlord's Squad of elite assassins waiting for them in their rooms. They make it clear that they are to accompany them, unarmed and blindfolded...
Monday, November 6, 2017
Episode Three: The rain ends, but the storm begins
Present:
Crinsea (Hannah)
Euwin (Paul)
Flux-Hand (Liam)
Laeknir (Mr. Rheam)
Ponty (Garrett)
Kobolds are dangerous in numbers but they are cowards at heart. When the lizardman shaman is felled by arcane bolts and sacred flames, the surviving kobolds bolt for safety. One flees to the kitchen, where it huddles with some of its fellows, terrified for its life. Crimsea and Alma guard it while the other party members confront the other, who has gone to beg for protection in a room that has been converted into a makeshift shrine to a dragon god. The words "We serve that we may one day join you" are scrawled in Draconic on the wall. Sadly, the kobold's memory is jogged a little too hard by Ponty's frying pan and he falls unconscious. However, interrogation of the kobold in the kitchen reveals that the lizardman shaman took the soul crystals to his room beyond the shrine. After Flux-Hand successfully cleared a small coffer of poison needles, the group found the stash of crystals...
They sky is growing light and the rain is letting up as the party returns to the River Snake Inn. Etta is preparing fresh bread for breakfast, and Mr. Druin, the halfling proprietor, is cleaning the damage from the previous night's fight. The wizard Allatar, former valet to the Archmage Llewellyn, anxiously greets that party, telling them that Paramswarm has gone ahead to the ritual site to prepare the rites by which the soul crystals will be bonded to their new hosts. After a quick rest, the party sets out to meet their destiny.
They find that they are not the only ones interested in the ritual. Vile undead creatures have
crawled from the river. After disabling the bodyguard Pallando, they pinned the crippled Paramswarm to the very altar he was pallning to use in the ritual. Apparently, the party has arrived just in time. The monstrosities look fierce, but they are felled swiftly by arrow, blade, and spell.
After he is restored to health, Paramswarm then quickly prepares the ritual. One by one, he straps the heroes to the altar then plunges a jeweled dagger into their chests. The wounds do not bleed. Rather, they leave gaping holes, into which he quickly inserts a colored crystal. The wounds then magically close. From the perspective of those receiving the crystals,they feel intense pain, followed by a sense of falling into oblivion. Then...nothing.
Crinsea (Hannah)
Euwin (Paul)
Flux-Hand (Liam)
Laeknir (Mr. Rheam)
Ponty (Garrett)
Kobolds are dangerous in numbers but they are cowards at heart. When the lizardman shaman is felled by arcane bolts and sacred flames, the surviving kobolds bolt for safety. One flees to the kitchen, where it huddles with some of its fellows, terrified for its life. Crimsea and Alma guard it while the other party members confront the other, who has gone to beg for protection in a room that has been converted into a makeshift shrine to a dragon god. The words "We serve that we may one day join you" are scrawled in Draconic on the wall. Sadly, the kobold's memory is jogged a little too hard by Ponty's frying pan and he falls unconscious. However, interrogation of the kobold in the kitchen reveals that the lizardman shaman took the soul crystals to his room beyond the shrine. After Flux-Hand successfully cleared a small coffer of poison needles, the group found the stash of crystals...They sky is growing light and the rain is letting up as the party returns to the River Snake Inn. Etta is preparing fresh bread for breakfast, and Mr. Druin, the halfling proprietor, is cleaning the damage from the previous night's fight. The wizard Allatar, former valet to the Archmage Llewellyn, anxiously greets that party, telling them that Paramswarm has gone ahead to the ritual site to prepare the rites by which the soul crystals will be bonded to their new hosts. After a quick rest, the party sets out to meet their destiny.
They find that they are not the only ones interested in the ritual. Vile undead creatures have
crawled from the river. After disabling the bodyguard Pallando, they pinned the crippled Paramswarm to the very altar he was pallning to use in the ritual. Apparently, the party has arrived just in time. The monstrosities look fierce, but they are felled swiftly by arrow, blade, and spell.
After he is restored to health, Paramswarm then quickly prepares the ritual. One by one, he straps the heroes to the altar then plunges a jeweled dagger into their chests. The wounds do not bleed. Rather, they leave gaping holes, into which he quickly inserts a colored crystal. The wounds then magically close. From the perspective of those receiving the crystals,they feel intense pain, followed by a sense of falling into oblivion. Then...nothing.
Friday, October 13, 2017
Episode 2: Storm Over Modron
Paramswarm's offer hangs in the air for several seconds while the downpour outside escalates into a raging storm. The grizzled wizard urges the party to set out at once for the kobold lair to recover the crystals, claiming that if the Dragon Lords recover the crystals, there will be nothing to stop them from remaking the world in their image. Allatar and Pallando, the henchmen of the former archmage Llewellyn, urge restraint, claiming that the weather outside was too severe.

Ultimately the party decides to set out immediately. Paramswarm offers a spell to help cut back the inky darkness and to protect the heroes from the worst of the weather. He also mentions that the Dragon Lords first appeared in the west, in the lands of the Emperor of Viridistan before they made their lairs in the wilderness.

And so, gathering their equipment and binding their wounds as best they can, the party sets out into the raging tempest. Even with Paramswarm's enchantments, the going is slow and treacherous. The winds uproot trees, and the howing winds drive the rain directly into the heroes' faces. But Ponty manages to find the trail that leads to the ruined pyramid used by the kobolds as their lair.
The pyramid is covered in vines, but a path has been cleared to a tunnel entrance halfway up the side. The halls within are in a state of decay, the patchwork masonry of the kobolds concealing a pit trap which nearly claimed the life of Flux-Hand who was investigating it. While the party was negotiating the trap, six drowsy kobold guards heard the noise and raised the alarm before rushing the group, hoping to catch them before the whole group could cross the pit.
Flux-Hand and Euwin leaped the obstacle and engaged the enemies, taking several wounds in the process. In the pit, Laeknir heaved Ponty up the side, allowing the archer to join the fray. Alma and Crimsea provided fire support from the rear with their spells, scorching several kobolds and Flux-Hand's backpack. As the kobolds received reinforcements, Crimsea jumped the chasm and torched several with flames that flew from her fingertips. The remaining kobolds retreated, but the party is certain the the fight is far from over...
Monday, October 2, 2017
The Wilderlands
The Wilderlands Setting
Themes
1)
Things were better in the past. The
Wilderlands is dotted with ruins of ancient civilizations. Without exception, these civilizations were
larger, more powerful, and more technologically advanced than anything that
exists in the present day.
2) Our
civilization sucks and is getting worse.
Most of the known lands are wilderness. Vast spaces on the maps have
become blanks. The few pockets of
sentient civilization are under siege by monsters and nefarious villains.
3)
Might makes right. In such a hostile environment, anyone who can bring order
will gain respect and a following. With few exceptions, the rulers who govern
the city-states are cruel killers who tolerate torture and slavery as they
build their petty empires. Many tolerate
such brutality, for the alternative is savage chaos.
4) You
are what you make yourself. The world
may sound bleak, but it has unlimited potential for those with the will to make
a difference. Heroes really can really change the course of kingdoms, of they
can carve one out for themselves.
5)
(Almost) anything goes. The Wilderlands
exist at a nexus of realities, so the lands have pretty much seen everything.
Gods from many universes (even our own) make their presence felt here, and
sometimes objects and travelers pass into this world from outside. Watch out, you might just see Bruce Campbell
riding a Tyrannosaurus and wielding Excalibur while belting out Scarpia’s aria
from Tosca.
History
Your characters will start knowing precious little of the
ancient history of the Wilderlands, for much lore has been lost. They have heard legends of the kingdom of
Kelnore and the Orichalans. The Makrabs
and the Demon Kings are just little more than names associated with loose piles
of stones. The God-Emperor of Viridistan
claims to rule an empire five thousand years old, but clearly his realm is but
a shade of what it once was. The first
real event for which any evidence exists is the founding of the City-State,
just over 1400 years ago. A series of
warlords took control of an important crossroads on the Roglaroon Estuary. Soon
they grew wealthy enough to challenge Viridistan and the city-state of Tarantis
across the sea. While the Overlords of
the City State ruled with iron fists, the prosperity and security they
delivered to their citizens helped them to grow. Soon they could claim the
Elves of the Deathwood and the Dwarves of Thunderhold as client states. The
Halflings of Lightelf happily maintain the eastern roads for the overlord, and
the Skandik Sea Raiders and the Amazons occasionally stop feuding long enough
to bend the knee to the City State. Many tribes of the savage Altanian
barbarians and the Tharbrian horse-lords also pay tribute. It is a loosely
governed empire, and it remains vulnerable to Viridistan to the west.
Lands your character
might come from
The City-Sate (Population: 60% Human, 15% Other Human, 10%
Dwarf, 10% Elf, 5% Other) The only real city in the region, and the seat of the
Overlord’s power.
Warwick (Population: 80% Human, 10% Skandik, 10% Tharbrian)
The only town in the region that does not swear fealty to the Overlord. Proudly
independent, but also fairly hostile to non-human races.
Thunderhold (Population: Dwarf) Largest known population
center for Dwarves. Half of the city is aboveground, the other half lies in the
Sunstone Caverns below.
Lightelf (Population: Halfling) An isolated population of
halflings, who have earned the reputation as bandits.
Barbarian Altanis (Population: Altanian Human) Community of primitive clans living among the
ruins of a lost civilization. Reputation as fierce warriors and mystics. (Think
Conan-style barbarians)
The Dearthwood (Population: 70% Elf, 30% Human) Though just
across the river from the city-state, it long rejected rule by the Overlord.
Recent rise of an orc kingdom pushed the elves and woodsmen closer to the City-State
for protection.
The Tharbrian Coast (Population: Tharbrian Human) The wild
horsemen who live along the northern coast are fairly recent arrivals in the
region. They are allies of the Overlord because they share a common enemy in
Viridistan, far to the west. (Think
Mongols)
Sea Rune (Population: Amazon Human): The Amazons recently
lost a war with the Skandik and have retreated to their fortress at Sea Rune.
They shun contact with outsiders while they rebuild their strength.
Ossary, Armagh, and Croy (Population: Skandik Human) The
Skandik tribes rarely unite, but they value warfare and raiding. (Think
Vikings)
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