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Of Vagabonds and Viscounts

A Dungeons & Dragons 5e game In the world of Drakesblood
December 2018 | Full
Asteren is a nation beset with strife. To the north, the machinations of Ruslund and the recent revolts in the city of Lence conjure doubts over the Grand Duchy's stability, and the grander and richer cities of both the Free Baronies to the west and the Merchant's League to the south eye the roads of the Duchy with envy. Only to the east is the nation safe, with the forbidding waters of the Orient between them and any who would oppose them.   To the wayward traveller, Asteren is a place to avoid, such with the tumultuous times. But to the adventurer, strife is companion to glory and treasure - and many a wayward traveller has found themselves seeking their fortunes here in the beleaguered nation.   Against such a backdrop of uncertainty and intrigue, your story begins. Will you forge the bonds necessary to rise to greatness? Or will you fall by the wayside, a stepping stone for others who blaze your path?

This story is told by

Supporting Cast

Scheduled Sessions

Thu 18th July 2019 19:30

Session XV: Following a Thread

Stearn has offered his ultimatum; find Chiron by nightfall, or suffer the consequences. The pages taken from the Mausoleum have proven largely useless, but hold a strange and inexplicable secret - odd, otherworldly runes that ripple across them when in contact with the strange gel-like substance that has been found in various places. And now Rook has met the strange, hooded man with a strong interest in fortunes - and received a telling of a 'truth best left uncovered'.   As Rusty, Pyrrhus and Rook scrabble across Argence in search of the missing spy, another truth reveals itself - and the trio find themselves sucked closer and closer to the enigmatic ritual to be performed under the Bloodmoon, tomorrow. The Pale Lady is drawing ever closer to her goal...


Sessions Archive

27th Jun 2019

Session XIV: Out from the Whale

The Mausoleum had been well guarded - and the bone golem that had formed to defend it had taken its toll on the adventurers, with Rusty nearly meeting his end in the battle that ensued. Rushed back to the infirmary at Argence's barracks, the Templar dreams feverishly as he slips in and out of consciousness. What's worse, the numerous scrolls and books recovered from the mausoleum seem to be worthless - nothing but a cipher, designed to look like writing to the naked eye, but utterly meaningless in practice.   But not all has come to pass yet. Stearn has yet more dire news for the group, as the severed ear of Chiron is found wrapped carefully and delivered to the steps outside the Argence Chapterhouse. A manhunt begins, and Rusty's head is on the line...


13th Jun 2019

Session XIII: The Mausoleum

The search into information about the supposed 'cult' the party discovered in Argence's marketplace has been thin. Stearn's journal encountered similar, but not identical symbols; and none of the insights it granted seemed to offer any real information about the enemy that seemed to lurk in the city's shadows, despite Pyrrhus' best efforts.   Rusty finds himself sought out by Chiron, the contact he has within the secretive 'Dragon Society' of which Pyrrhus is a tentative member. The news he brings is somewhat dire - the Pale Lady, the apostate that Stearn had tasked Rusty with capturing, seeks to gather information and materials for a ritual under the coming Bloodmoon. While details on what the ritual entails are slim, Chiron does have an important lead - a location. Beyond the eastern gate of Argence lays an old graveyard, and Chiron has reason to believe that the ritual may well be taking place there...


19th Apr 2019

Session XII: Waysheaf

Whoever was behind the riots that shook Argence, the perpetrator remains on the loose - and the party found themselves with little to go off on the man's identity other than the description offered by a terrified messenger who happened to be running from them. Their investigation into the riots, it seemed, had gone cold.   With no other leads to follow, Rook and Rusty travel northwards to the village of Waysheaf, where they believe they will find evidence of the Pale Lady and her plans for the ritual under the Bloodmoon.


11th Apr 2019

Session XI: Civil Unrest

Something strange has been uncovered in Argence. Henryk, the Templar that Rusty befriended in search of evidence on the Pale Lady, tells the Templar Errant of a strange room he discovered near the marketplace. The group go to investigate, but what they find leaves them with more questions than answers - and a lingering sense of dread.   But worse will come with nightfall. Captain Piotr has found himself at the head of the town militia, as the rising tensions between townsfolk and nobility comes to its explosive climax.


28th Mar 2019

Session X: A Man of his People

The Count returns from the capital at Ryza, at last. On the surface, his welcome home is a happy and ordinary one - with the people coming onto the streets to greet him and his procession. More importantly, however, Bram is with him, and the Master of the Hunt has the reward promised to the group on their return with the head of the Beast of the Silver Road. Would that reward be tripled as there were three of them?   Underneath the surface, however, Argence is awash with much more shadowed problems. The Pale Lady, Stearn's storied apostate of whom Rusty has been tasked with tracking down, is not only home in the city, but also seems to be gathering towards a ritual of some nature in the coming weeks. And, beneath the surface, the tensions caused by the coming of the Orcish refugees has been stirring the populace - and tonight, it seems to come to its climax.


21st Mar 2019

Session IX: Sharks in the Waters

Tensions are raised, and tempers are flared. The Orcish camp that stands outside Argence, a blip on the city's fertile surroundings, has been the talk of the city for nearly a full week. Townsfolk unhappy with the invaders camped happily at their doorstep grumble about their plight in taverns and the similarly disgruntled courtiers lobby the Steward, Horace, to do something. But now the Count is returning, and the voice of the common man strains to be heard above the others. Talks of violence riddle the streets in a hushed tone - and fears raise that the common man will look to enforce their own justice should nothing be done.


14th Mar 2019

Session VIII: A Threat Looms

The Chimaera that hounded traders across the southern reaches of the Silver Road has been slain, and the reward promised by Bran has been claimed at the southern city of Argence. The party now poses to leave the city, hoping to seek fortune away from the pressures of city living.   Among them, the Templar, Rusty, finds himself once again jostling with his identity as his discovery of Phyrrus' apostacy still clings to the forefront of his mind. The threat of the Orcish tribes still lingering here in the south, miles from their homelands, still rests heavy on the tongues of peasant and noble alike. And away from prying eyes, Phyrrus studies the strange coin he was given in his travels carefully - besides its origins from beyond the Orient, its secrets elude him.   At the outskirts of the city, the true scale of the threat to the south becomes apparent, as Argence finds itself thrust to the forefront of the Orcish migration problem. But even with opportunity to learn more of why the Orcs are so far south, a clash of ideals may just see the tinder of racial tension burst into the fires of war...


7th Mar 2019

Session VII: The Long Road to Argence

It had been a tough encounter, but the Beast lies dead, its three heads severed and ready to be presented before the Count. Pyrrhus, Rook, Bjorim and Rusty were now only faced with the logistical issue of getting their prizes back to the local city, burdened as they are.


21st Feb 2019

Session VI: The Thief

In tracking down the Beast of the Silver Road, the party had decided to head south, and take the opportunity to earn some coin on the side by offering to escort one of the many caravans that heads northward along the Silver Road. Together with their charges, they departed from the Land's End Inn towards the capital at Ryza, all the while keeping their ears peeled for any evidence of the Beast's whereabouts.   Surely as is the responsibility of mercenaries, the group find themselves put in charge of guard duty as night falls. While the night begins quietly, they soon become aware of a lone figure sneaking about the caravans under the veil of darkness...


7th Feb 2019

Session V: The Count and His Huntsman

It is time; Count Marek himself arrives in Fortree to witness the destruction wrought upon it by the Orcish raiders. with their duty done, the adventurers are thanked by the Ealdorman, Ioseph, and left to set about their own path.   While the procession takes place, however, the group run into a curious fellow with a job offer. None other than the Count's own master of the hunt, Bram the Dwarf has an offer for them, that might just earn them further favour in the count's eyes...


31st Jan 2019

Session IV: Hanging by a Thread

The Whitewood has proven a dangerous locale for adventurers and Ealdorman's sons alike - but Elric definately came here, searching for the Witch of Whitewood, which until now has been touted as a myth. He was right about the satyr, though, so why not the witch as well?   Time may be running out, however. In the depths of the wood, the boy's trail ran cold - and the party came across a single cocoon, encased in the middle of an Ettercap's web. Elric's situation may be desperate...


25th Jan 2019

Session III: Silk and Birches

Only the immediate threats to Fortree have been quelled. While the orcs have been repelled, they have paved the way for the carrion-feeders that swarm across the wilderness, a scourge that follows war and destruction like seagulls following fishing boats. The Matron Superior mused that perhaps they should be glad that the corpse eaters were all that had come.   With the threat passed, however, attentions turn to other matters. While the villagers have banded together in the crisis, the actions of some are perhaps more heroicly brave - or stupid - compared to others...


17th Jan 2019

Session II: Sanctity and Sanctuary

A black cloud reaches skyward on the western horizon of the Great Silver Road - the village of Fortree, reduced partially to ashes, sits blackened against the surrounding grasslands. Its people mourn their losses, but life goes on - those who can still labour go about their business, rebuilding the houses that had been razed, and retrieving what they can from the ruins.   The peoples woes are not yet over, however. Townsfolk have talked about seeing movement in the night, figures moving against the gloom among the ruins of the burned out buildings. Perhaps scavengers, looking to pick clean the ruins that the townsfolk have yet to reclaim? Or perhaps just shadows, conjured by the minds of frightened men and women, stripped of the security they once enjoyed?   Whatever the case, the sinister rumours have been given substance - a group of townsmen went out into the village last night, presumably to find whoever it is wandering in the dark. And with the arrival of dawn, they have yet to return...



Read the Report
20th Dec 2018

Session I: Fortree

Wanderers, Vagabonds, Adventurers - all of those who would have cause to travel the world oft find themselves witness to events and situations that most would never experience in their lifetimes; for such hardship also brings with it coin, or glory. And sometimes, those events would come to them.   Such was the fate of those who had travelled to the small town of Fortree, in the southern reaches of Asteren, the Grand Duchy. Here, they would be witness to an event that would forever see them entwined into Asteren's future, be that for better or for worse...


13th Dec 2018

Session O: What Do You Give a Man Who Knows Everything

Jump in, get set up, and let's talk about Drakesblood, what we want to see in our game, and who's going to play whom.


The Protagonists

Rook

Bjorim Ironfist

Wayne "Rusty" Rust

Pyrrhus

Rozaflora Entoris