Next time: The Character Creation Rules and Hacks for the Magisterium Campaign
Thursday, August 20, 2015
The City of Andrassos: Region Maps of the City
The City of Andrassos has the physical infrastructure to contain over 100,000 people comfortably, which it did in its heyday. But since the fall of mighty Vanor, the city has dwindled considerably while still being able to hold the core functions of the various neighborhoods in the city together. The images below are close up maps of each Andrassan Regio, with a short narrative description and several keyed locations.
Next time: The Character Creation Rules and Hacks for the Magisterium Campaign
Next time: The Character Creation Rules and Hacks for the Magisterium Campaign
Wednesday, August 19, 2015
The City of Andrassos: Maps, Demographics, and State Bureaucracy
The Government and Bureaucracy of the Exarchate
Andrassos as a political entity has been in continuous existence for hundreds of years, dating back well into the heyday of mighty Vanor. As a Vanoran exarchate that survived the fall, it has inherited many institutions, habits, and methods from ancient Vanoran practice, but has also, in the four hundred years since Vanor’s end, begun to develop its own approaches and traditions. Thus, the state apparatus is a curious mixture of old and new.
The Exarch
*An appointed position voted on by the Curia of State, held usually for life or retirement
*Has overall control over the policy and direction of the Andrassan polity, in matters foreign and domestic
*There is no inherent or legislated hereditary principle for succession, but increasingly exarchs are able to influence and even at times dictate the selection of a successor
*An appointed position voted on by the Curia of State, held usually for life or retirement
*Has overall control over the policy and direction of the Andrassan polity, in matters foreign and domestic
*There is no inherent or legislated hereditary principle for succession, but increasingly exarchs are able to influence and even at times dictate the selection of a successor
The Curia of State
*Developed out of the old Vanoran town council for the city of Andrassos itself
*Manages the day-to-day activities of the Andrassan polity through the various administrative Sekreton (bureaus) of State
*Provides advice and counsel to the Exarch on all matters
*Positions appointed by the Exarch and are at-will offices; members of the Curia can be removed from office at the whim of the Exarch
The Legacy of State (The Legates)
*Consists of those appointed offices connected to the Andrassan military and the regional Thematic system
*Officers serve at the will of the Exarch
Church of the Unconquered Sun
*While not an official entity of the state, the Church bureaucracy has become increasingly intertwined with that of the Andrassan state, often sharing personnel
*The Tetrarch of the Great Humanitarium serves as a non-voting member of the Curia of State
*While not an official entity of the state, the Church bureaucracy has become increasingly intertwined with that of the Andrassan state, often sharing personnel
*The Tetrarch of the Great Humanitarium serves as a non-voting member of the Curia of State
The Honors List
*Prestigious titles and awards given out by the Exarch, part of the complex system of hierarchy and ranking that has been developing in Andrassos since the fall of Vanor
*Usually results in higher monetary bonuses during the Roga Donative Ceremony every year
The Exarch’s Household
*Offices that manage the day-to-day affairs of the Exarch and the activities of the Grand Magnaura Palace
*Paid by the state and vetted by the Curia, although exarchs do have decision-making authority over who holds these offices
*Notable Offices: High Chamberlain (Parakoimomenos), Grand Master of Ceremonies, Comes Domesticorum (head of the Domestici, aka the Palace Guard), First Master of the Wardrobe (Protovestiarios)
Key State Offices (Dignities by Proclamation, in order of prestige)
The Grand Logothete
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Curia; chancellor in charge of diplomacy, high admin, and postal
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The Genikon of the Public Chest
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Curia; collects taxes and manages state enterprises
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The Stratikon of the Military Chest
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Curia; military pay and supply, manages military arsenals
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The Eparch
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Curia; home affairs, police, fire, regulates trade guilds and foreign merchants
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The Quaestor
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Curia; justice, appeals courts, wills and testaments
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The Sakellarios
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Curia; chief financial officer, budgeting, audits
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The Magister Officiorum
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Curia; head of the Magisterium, spymaster
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The Grand Domestic of the Army
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Legacy; top ranking general of the standing army
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The Grand Duke of the Navy
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Legacy; top ranking admiral of the standing navy
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The Four Strategoi of the Themes
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Legacy; military and administrative commanders in the Themes
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The Akolouthos of the Varangoi Guard
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Legacy; head of the Varangoi Guard
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Honors List (Dignities by Award, in order of prestige)
President (Proedros) of the Curia
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Singular honor; presides over all meetings of the Curia of State
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Magister (Magistros)
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Old Vanoran title for Master
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Vestarches
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Old Vanoran title for Master of the Wardrobe
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Vestes
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Originally a lesser Vanoran wardrobe office title
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Proconsul (Anthypatos)
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Old Vanoran office
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Patrician (Patriklos)
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Old Vanoran distinction
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First Sword Bearer (Protospatharios)
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Andrassan noble household title
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Sword Bearer (Spatharios)
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Andrassan noble household title
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Consul (Hypatos)
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Old Vanoran office
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Groom (Strator)
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Andrassan noble household title
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Exarchate of Andrassos Demographic Information
Total Population: 235,000Total Urban Population: 47,000
Andrassos City Population: 24,500
Other Urban Centers
Berutos, Pop: 3,220
Bourla, Pop: 3,250
Eruks, Pop: 3,130
Marash, Pop: 3,125
Philea, Pop: 3,263
Rusion, Pop: 3,262
Skopelos, Pop: 3,250
State Governmental Structure: 1 Exarchate, 4 Themes, 16 Prefectures, 64 Kastra
City of Andrassos Demographic Information
Andrassans - 49% - 12,005Lemurians - 14% - 3,430
Iotar/Varangians - 10% - 2,450
Atlanteans - 8% - 1,960
Stygians - 7% - 1,715
Acherians - 6% - 1,568
Others (Vanoran, Rothari, Ughor, Kalingoi, etc) - 5% - 1,225
Next Time: Close-up and labeled maps of all eight regiones in the city.
Tuesday, August 18, 2015
The Magisterium Campaign
Last spring (about March I believe), I started my current campaign in the setting of Hrimgate, the combined campaign world I'm building with my co-GM Rich Forest (who will one day actually post to this shared blog, honest!). It's called the Magisterium Campaign, a sort of medieval spy and espionage game using RuneQuest 6 as the base rule set. Over the next few weeks, I will be posting all of the generated content for the campaign - character creation hacks, setting cultures and careers, unique cults, player reports, etc. -- and other goodies that pop up. Since there's so much, I'll be able to pre-load a lot of the content ahead of time. Ideally, this material will drop Monday-Wednesday-Friday in the late mornings, but don't hold me to that. Also, I've tried to source images used where I can, but ultimately it got away from me. Just be aware that I don't claim any of the images that adorn posts as my work, and if any artists wish them to come down, just shoot me a line. Anyway, here's the campaign pitch the players received announcing the campaign.
The Magisterium Campaign
There’s something wrong with the Exarch of Andrassos.
His High Lord Exarch Vanorus Dandalo, he who is also known as Vanorus Pogonatos (the Bearded), has administered his office for fifteen solar years. A novus homo, or new man, as the ancient Vanorans would have called him, he is the first of the Dandaloi Family to attain such high office in the Exarchate. A just yet firm administrator, Pogonatos’ years of rule have been prosperous for Andrassos. But recently the years have not been kind to the Dandaloi. Accidents, feuds, and disease have culled the ranks of the family, through chance or something more, culminating last spring in the death by pox of the Exarch’s beloved wife, Ariadne. That was a difficult time for Pogonatos, but, capable ruler that he is, he shouldered through the pain and held to his duties. For that is the type of man Pogonatos is.
But recently something has changed.
Vanorus Dandalo has held no court nor conducted any duties of state in more than two months. Although the administrative apparatus of the state has continued to operate in the firm hands of Grand Logothete Loukas Choniates and the Curia of State, the Exarch’s public absence has rustled the grass of court life in Andrassos. Has the Exarchate been stricken by pox, like his dearly departed wife? Has he lost his mental faculties and been touched by the Fair Ones? Or has something more sinister seized him?
The public word is that Pogonatos is conducting private affairs of state that necessitate his absence from court, but this has not quelled the whispers. Sekretikoi talk in the passages between offices, plotters scheme in basilicas and porticoes throughout the city, and all eyes are turned to the Grand Magnaura palace. For despite the veil of secrecy surrounding the Exarch’s status, one conclusion is clear to all in Andrassos with even the lowest presence of mind.
The days of the Dandaloi holding the high office are coming to an end.
Let the games begin.
***
For this campaign, you are all members of the Magisterium, the secret intelligence office for the Exarchate of Andrassos. It is your job to protect the affairs of state from the privations of enemies both foreign and domestic. This is done through spying, subterfuge, and investigation, as you work to uncover and disrupt plots against the state, rulership, and people of Andrassos.
This will be a game of medieval espionage, of plots and shadowy factions, of spies loitering in the dark to uncover the edge or leverage they need to achieve their goals. Think Tinker, Tailor, Soldier, Spy by way of The Name of the Rose, with a healthy dose of Dark Age Hrimgate pulling it all together. What you do in this environment is entirely up to you.
As is befitting any campaign I seem to run lately, there is a complicating element to it. As a game of spies and espionage, there are of course a number of powerful factions in the city, working to achieve their own goals in light of the recent unsettledness with the Exarch. Some of these factions will be run by you in addition to your player character agent in the Magisterium (secretly of course; you should not share with your fellow players which faction you are running). Some of these factions will be run by other players and people I know who do not come to our games regularly (also secretly). The plots and schemes that you as PCs are investigating will be instigated by others and each other, not me as the GM. I will simply be managing the process and prepping the game sessions in response.
It will be glorious, I’m sure.
Tuesday, October 21, 2014
Xiras: A City in Stygia
Last week, I tossed up a quick post showing off the city map for Kharazim that I hand drew. As first efforts go, it wasn't too bad, especially considering my distinct lack of artistic talent. One of my friends made the comment that it was pretty close to a publishable piece (that is to say, when looking at it, you could almost think it would fit in the back of a published RPG book -- high praise from someone not known for offering empty compliments).
This week, I have another hand drawn city map, this time the Stygian city of Xiras, former capital of the old Stygian Empire. Chief religious center for the Stygian Immortal cult of Mazda, Xiras is a sprawling city of canals, hanging gardens, and nefarious merchant princes squabbling over the remains of a dead empire. Enjoy!
This week, I have another hand drawn city map, this time the Stygian city of Xiras, former capital of the old Stygian Empire. Chief religious center for the Stygian Immortal cult of Mazda, Xiras is a sprawling city of canals, hanging gardens, and nefarious merchant princes squabbling over the remains of a dead empire. Enjoy!
Thursday, October 16, 2014
Kharazim, A City of Stygia
I'll do a more sustained write up Kharazim, a Stygian city known for its agricultural bounty, lacquered pottery, and cult of the Stygian Immortal Zamarmatay, some other time. Right now, I simply want to post the map, which I have just finished.
It's my first attempt at doing an urban map in a style ala Dyson of Dyson's Dodecahedron (you can find more of his urban maps here). I think it turned out all right, considering I'm not an artist at all.
It's my first attempt at doing an urban map in a style ala Dyson of Dyson's Dodecahedron (you can find more of his urban maps here). I think it turned out all right, considering I'm not an artist at all.
Wednesday, October 15, 2014
Ruins of Vanor Play Report Calendar, Year I
This Friday (Oct 17) will mark the thirteenth session of my Ruins of Vanor ACKS campaign. This represents one year in game time for the player characters, one year since the Diggers College decided to make a push to reclaim the ruined neighborhood Regio of Overlook for the people still living in the ruined city. As befits my particular historian madness, I have kept records of their exploits, albeit in a shorthand form. This record corresponds to the in-game Decimemoria decennial calendar created by the Church of the Unconquered Sun to measure time in forty-two year, 129 month increments (with 28 days per month plus forty-three festival weeks -- like I said, madness). Partly for their benefit and partly for anyone curious how the ruincrawl has been going, I'm sharing the current calender and my notes here. I also plan to post the weekly calls that the players receive, which take the form of a report to the Diggers Council (i.e., them). When I do, I'll link them in the proper spots below.
Enjoy!
Year 1, Session 1 -- Jan 31, 2014
1st Delve to Temple of Sol Invictus, 1 Day (42.51.24)
Rest, 7 Days (42.51.25-28 + 42.17F.1-3)
2nd Delve to Temple of Sol Invictus, 1 Day (42.17F.4)
Quies Quietis (Old Vanoran for "Resting Time"), 28 Days (42.17F.5-7 + 42.52.1-25)
___
Year 1, Session 2 -- Feb 7, 2014
3rd Delve to Temple of Sol Invictus, 1 Day (42.52.26)
Rest, 2 Days (42.52.27-28)
4th Delve to Temple of Sol Invictus, 2 Days (42.53.1-2)
Quies Quietis, 28 Days (42.53.3-28 + 42.54.1-2)
___
Year 1, Session 3 -- Feb 28, 2014
5th Delve to Temple of Sol Invictus, 1 Day (42.54.3)
Quies Quietis, 28 Days (42.54.4-28 + 42.18F.1-4)
___
Year 1, Session 4 -- March 7, 2014
6th Delve to Temple of Sol Invictus, 2 Days (42.18F.5-6)
Quies Quietis, 28 Days (42.18F.7 + 42.55.1-27)
___
Year 1, Session 5 -- April 4, 2014
Crypt Delve in the Via Fornicata, 1 Day (42.55.28)
Quies Quietis, 28 Days (42.56.1-28)
___
Year 1, Session 6 -- April 11, 2014
Crypt Delve along the Via Pinciana, 1 Day - (42.57.1)
Quies Quietis, 28 Days (42.57.2-28 + 42.19F.1)
___
Year 1, Session 7 -- May 9, 2014
Struggle against Growling Gorgons gang in Caprian Marsh, 3 Days - (42.19F.2-4)
Quies Quietis, 28 Days (42.19F.5-7 + 42.58.1-25)
___
Year 1, Session 8
Delve into the Gardens of Sallust, 2 Days - (42.58.26-27)
Quies Quietis, 28 Days (42.58.28 - 42.59.1-27)
___
Year 1, Session 9
Delve into the Maw beneath the Temple of Sol Invictus (aka the Deep Oak Temple), 1 Day - (42.59.28)
Quies Quietis, 28 Days (42.60.1-28)
___
Year 1, Session 10
Delve into the Gardens of Sallust, 1 Day - (42.20F.1)
Delve into the Gardens of Lucullus, 1 Day - (42.20F.3)
Quies Quietis, 28 Days (42.20F.4-7 - 42.61.1-24)
___
Year 1, Session 11
Waiting to Recruit a New Reclamation Team, 17 Days (42.61.25-28 - 42.62.1-13)
Delve to Sol Invictus Temple and Domus Argentariorum, 2 Days (42.62.14-15)
Delve to Gardens of Sallust, 1 Day (42.62.16)
Delve into Alta Semita Regio, 1 Day (42.62.17)
Quies Quietis, 28 Days (42.62.18-28 - 42.63.1-17)
___
Year 1, Session 12
Delve Along the Pincian Hill, 3 Days (42.63.18-20)
Quies Quietis, 28 Days (42.63.21-28 + 42.21F.1-7 + 42.64.1-13)
Enjoy!
Ruins of Vanor Campaign Session Log
(In the dating scheme XX.YY.ZZ, "XX" stands for the celestial year, "YY" represents the numerical month, and "ZZ" represents the day. Festival weeks are denoted by "YYF," so for example, the thirty-third festival week would appear as "33F." The campaign started with a Diggers Council meeting on 42.51.23, only a few days before Spring.)![]() |
| Temple of Sol Invictus, in the Overlook Regio of Vanor |
1st Delve to Temple of Sol Invictus, 1 Day (42.51.24)
- 10 hrs round trip, 40 minutes in the dungeon
- Green slime in the portico, Sol Invictus statue trap, return home for healing
Rest, 7 Days (42.51.25-28 + 42.17F.1-3)
- Start of the Agonalia (17th Festival), an old pagan celebration about slaughtering goats appropriated by the Church
2nd Delve to Temple of Sol Invictus, 1 Day (42.17F.4)
- 11.5 hrs round trip, 70 minutes in the dungeon
- Discovered the Maw, fought skeletons, found magic fountains, someone stupidly drank poison
Quies Quietis (Old Vanoran for "Resting Time"), 28 Days (42.17F.5-7 + 42.52.1-25)
___
Year 1, Session 2 -- Feb 7, 2014
3rd Delve to Temple of Sol Invictus, 1 Day (42.52.26)
- 40 min round trip, no dungeon time
- Ambushed by skeletons on the Via Fornicata, returned home for healing
Rest, 2 Days (42.52.27-28)
4th Delve to Temple of Sol Invictus, 2 Days (42.53.1-2)
- Day #1: 11 hrs, 5.75 hrs in dungeon
- Stirges, giant flies, pit trap with cursed ring at the bottom
- 8 hrs overnight rest
- Day #2: 4 hrs return
Quies Quietis, 28 Days (42.53.3-28 + 42.54.1-2)
___
![]() |
| Angel statues in the Solian Temple |
5th Delve to Temple of Sol Invictus, 1 Day (42.54.3)
- 6 hrs round trip, 4 hrs in dungeon
- Zuan the Jubilant, delver for hire, found bleeding on the steps to the lower levels, magic mushrooms in crypts, statues shooting flame, skeletons and explodo (someone blew up a whole room and corridor)
Quies Quietis, 28 Days (42.54.4-28 + 42.18F.1-4)
- Start of the Festival of Fors Fortuna (18th Festival), a pre-Solian luck cult still worshiped in the city and tolerated by the Church
___
Year 1, Session 4 -- March 7, 2014
6th Delve to Temple of Sol Invictus, 2 Days (42.18F.5-6)
- Day #1: 11 hrs, 8 hrs in dungeon
- Gargoyles on stairs fucked them up, the Sun Gallery, black centipedes, the Night Gallery, looted crypts, Old Man Sun Oak
- 8 hrs overnight rest
- Day #2: 6 hrs, 3 hrs in dungeon
Quies Quietis, 28 Days (42.18F.7 + 42.55.1-27)
___
Year 1, Session 5 -- April 4, 2014
Crypt Delve in the Via Fornicata, 1 Day (42.55.28)
- 9 hrs round trip, 4 hrs in crypt
- Fighting an iron statue sucks arse, don't talk to the floating talking head, found the treasure hoard
Quies Quietis, 28 Days (42.56.1-28)
___
Year 1, Session 6 -- April 11, 2014
Crypt Delve along the Via Pinciana, 1 Day - (42.57.1)
- 9 hrs round trip, 3 hrs in crypt
- Wild dogs, gas trap, another magical fountain (what is it with Vanorans and fountains?), zombies, got out with some loot
Quies Quietis, 28 Days (42.57.2-28 + 42.19F.1)
- Start of the Ludi Vanori (19th Festival), a week-long series of gladiator games not sanctioned by the Church, but nobody gives a shit about that
___
Year 1, Session 7 -- May 9, 2014
Struggle against Growling Gorgons gang in Caprian Marsh, 3 Days - (42.19F.2-4)
- Marsh Delve on Days 2-3: 11 hrs round trip
- Crab spiders, raider patrols, large crocodiles, cat burglar camp is pretty friendly, Boss Fight w/ Growling Gorgons
Quies Quietis, 28 Days (42.19F.5-7 + 42.58.1-25)
___
![]() |
| Player Map of the Gardens of Sallust (Photoshopped from a map of Powerscourt House & Gardens in Dublin, Ireland) |
Delve into the Gardens of Sallust, 2 Days - (42.58.26-27)
- Day #1: 9 hrs, 3 hrs in gardens
- Ruined basilica, a lot of statue gardens, digging for treasure is slow but bears fruit
- 8 hrs overnight rest
- Day #2: 7 hrs, 3 hrs in gardens
- Talked to a resident dryad, fought and killed the harpies
Quies Quietis, 28 Days (42.58.28 - 42.59.1-27)
___
![]() |
| Deep Oak Chaotic Altar |
Delve into the Maw beneath the Temple of Sol Invictus (aka the Deep Oak Temple), 1 Day - (42.59.28)
- Time in Dungeon: 8 hrs round trip
- Arborean satyr zombies, don't fuck w/ deep dragons, magic mushrooms drive a dude insane, shadows come alive
Quies Quietis, 28 Days (42.60.1-28)
___
![]() |
| The Ivarian Tower |
Delve into the Gardens of Sallust, 1 Day - (42.20F.1)
- Start of the Amburbium (20th Festival), a ritual circuit of the city, now only through the settled parts
- Time in Dungeon: 6 hrs in gardens
- Exploring the Ivarian Tower, found a Stygian Mithraeum, Vanoran pet cemeteries are weird
- Time in Dungeon: 30 minutes
- Someone beat them to the giant bug lair
Delve into the Gardens of Lucullus, 1 Day - (42.20F.3)
- Time in Dungeon: 1 hr
- Faun patrols at the front, rolling log trap, much blood was spilled, party retreated
Quies Quietis, 28 Days (42.20F.4-7 - 42.61.1-24)
___
![]() |
| Tomb of Numa Victarius, 2nd Emperor of Vanor, atop the Quirinal Hill |
Waiting to Recruit a New Reclamation Team, 17 Days (42.61.25-28 - 42.62.1-13)
Delve to Sol Invictus Temple and Domus Argentariorum, 2 Days (42.62.14-15)
- Day #1: 8 hrs travel, 1 hr in Temple to secure, dire wolves at Domus Argentariorum are brought under Howler's control (a new Wolf Pack!)
- 8 hrs overnight rest
- Day #2: 5 hrs Travel Time back to Sol Invictus Temple
Delve to Gardens of Sallust, 1 Day (42.62.16)
- Travel Time: 8 hrs, pretty sedate
- 8 hrs overnight rest
Delve into Alta Semita Regio, 1 Day (42.62.17)
- Time on Delve: 8 hrs, 30 min wyvern fight, 7.5 hrs into Alta Semita and back
- Wyvern fight was tough, a kalingoi palace on the Quirinal Hill, an ancient dragon sunning himself on the Tomb of Numa Victarius, 2nd Emperor of Vanor (Grimslaughr was the name), land sharks, gorgons from the Fens turning peeps to stone
Quies Quietis, 28 Days (42.62.18-28 - 42.63.1-17)
___
Year 1, Session 12
Delve Along the Pincian Hill, 3 Days (42.63.18-20)
- Day #1: 8 hrs travel past Domus Caledoniae (HQ of the Wild Bacchanal) and into the Gardens of Lucullus, trapped in Greenshade's Magic School while there
- 8 hrs overnight rest
- Day #2: 6 hrs, 10 min trapped in Magic School - poison spiders, magical traps, floating hats hall, Hyperborean armor encased in crystal
- Day #3: 5 hrs travel, return to Sol Invictus Temple
Quies Quietis, 28 Days (42.63.21-28 + 42.21F.1-7 + 42.64.1-13)
- Start of the Rustic Wailing (21st Festival), a spring celebration involving the slaughtering of sheep
Thursday, October 2, 2014
Cultures of Hrimgate: Vanoran
Vanoran (Civilized Culture)
Standard Skills
Conceal, Deceit, Drive, Influence, Insight, Local, Willpower
Combat Style: Citizen Legionary
[Cultural Style] Vanoran citizen legionnaires wield the shortsword and scutum. They carry a dagger at their side, and fight also with shortspears and javelins. They too have archers trained in the short bow.
Formation Fighting (Benefit)
Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the ‘unit’ cannot be outflanked) and thus reducing each foe’s Action Points by one if they engage.
Professional Skills
Bureaucracy, Commerce, Craft (any), Courtesy, Engineering, Languages (any), Lore (any), Oratory
Once citizens of a continent-spanning empire of old, today Vanorans populate many scattered lands throughout central Borea. Some have blended with other local peoples and become indistinguishable from the rest, while others have clung to their longstanding culture and heritage, confident old Vanor will rise once again from ruin to stand astride Borea.
Hardy and industrious, glory-seeking and arrogant, Vanorans have found it difficult to accept their current place in Hrimgate. Those who have moved on, as in Asturias and Andrassos, have embraced new covenants and creeds, new traditions and superstitions. But for many throughout the Riverlands, Transtygia, and the Southern Reach, the older ways remain strong. And deep within mist-shrouded Arborea, tens of thousands still live amid the ruins of Vanor itself.
The dreams of empire die hard.
Standard Skills
Conceal, Deceit, Drive, Influence, Insight, Local, Willpower
Combat Style: Citizen Legionary
[Cultural Style] Vanoran citizen legionnaires wield the shortsword and scutum. They carry a dagger at their side, and fight also with shortspears and javelins. They too have archers trained in the short bow.
Formation Fighting (Benefit)
Permits a group of three or more warriors to draw into close formation, placing more open or disordered opponents at a disadvantage (provided the ‘unit’ cannot be outflanked) and thus reducing each foe’s Action Points by one if they engage.
Professional Skills
Bureaucracy, Commerce, Craft (any), Courtesy, Engineering, Languages (any), Lore (any), Oratory
Once citizens of a continent-spanning empire of old, today Vanorans populate many scattered lands throughout central Borea. Some have blended with other local peoples and become indistinguishable from the rest, while others have clung to their longstanding culture and heritage, confident old Vanor will rise once again from ruin to stand astride Borea.
Hardy and industrious, glory-seeking and arrogant, Vanorans have found it difficult to accept their current place in Hrimgate. Those who have moved on, as in Asturias and Andrassos, have embraced new covenants and creeds, new traditions and superstitions. But for many throughout the Riverlands, Transtygia, and the Southern Reach, the older ways remain strong. And deep within mist-shrouded Arborea, tens of thousands still live amid the ruins of Vanor itself.
The dreams of empire die hard.
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