Ashe C2 Episode 13 - The Cult of Ebon Noctua
Previously On Campaign 2…
After a bloody battle with a minotaur mercenary and several wereravens you stopped for a moment to heal your wounds and attend to Mausim and his severed hand. Leaving Crashe to administer to Mausim, Finnix and Wes scouted ahead and moved Southwest toward the Porskan Crater. After a few hours of trail blazing you two found a clearing containing a tent city that appeared to be home to a large community of laborers. Deciding that caution was the way to go you skirted the outside and continued your journey.
Wes communed with the forest and realized that two of the horrible mutants you fought just the previous day were moving with speed through the forest. They seemed to be on a collision course with the Crashe and Mausim. You took off on a run through the forest to intercept the creatures. After several minutes of running at full speed you found the mutants and engaged in combat. Crashe, not too far off, joined you and the three of you easily dispatched the monsters. After the battle you continued on to the Western crater edge and looked down on what was supposed to be an abandoned mine. Instead you found a community of cultists camped out in front of the entrance.
You descended down the side of the crater and stealthily moved inside the mine without disturbing the sentries. Once inside you barely avoided detection with the quick thinking of Finnix. Combining some enchanted stones to give off the scent of sewage and the sounds of rattlesnakes the guards vacated the area temporarily. As you moved further into the ancient mine you came across a dark pool in a dead end. With reckless glee you peered into the inky black water hoping to acquire some treasure, only to be assaulted by a water dwelling tentacle monster. Despite Crashe suffering a broken arm you were able to kill the creature and recover an ancient elven sword and some gold.
Unfortunately your escapade made enough noise to bring in the entire ruling body of the cult and their enforcers. To avoid capture and imprisonment you made a deal with the head cult leader, a human woman in thick black robes. She offered you your freedom and some gold if you brought her the head of a dwarven man. Kelthier Lockhouse, the head of their mining operations.
You all left with haste and headed back up the crater. Back to the mining settlement owned by Clan Lockhouse. Instead of fulfilling your contract with the cultists you met with Kelthier and struck a new deal. Finnix came up with a plan to present a fake head to the cult leader and then attack the cult with some fighters summoned by Kelthier. We return now to the negotiations…
Plot points/Scenes
Ariantha and Tanalir
Two days ago, just after the rest of them had trekked off into the woods on the hunt for the mutated creatures, you descend down the stairs of the Blue Jetsam Inn into the common room. The innkeep stares at you for a few seconds and says "You two, message was left for you. That elven guy and the rangers said that they headed to the west side of the Porskan crater for....reasons.
Said you would know what they were talking about." As you grab a small breakfast and head out into the town you pull your cloaks tight. The morning sun does little to reduce the chill of the a cold autumn morning. The colorful dry leaves of the nearby forest dance through the streets. You see some guards roughing up a sailor for stealing some apples off of a nearby kiosk. As you pass by the large building on your right you smell the heavy scent of horses, manure, and fresh hay.
Suddenly you hear a "Psst!"
"Hey! Tanalir!" in a harsh whisper you see an elven eye peeking out from the slats. "It's me! Nicovar! Your cousin from Urrivall. What are you doing here?!"
Two Assembly of the weave mages approach you. They wear dull dark red robes with gold embroidery on them as well as the symbol of the assembly. The first is a human man in his 50's with a bald head and a cloth cap on, the second is gnome man with grey bushy hair and a goatee.
Their names are Rotellich and Mingor.
"May we have a word with you my young friends? Forgive my manners but many tieflings have a connection to magic, do they not?"
Vulkellich Manor - An ancient mansion that is said to have been built during the second age by the ancient House Vulkellich. These days it is used as a museum and is loosely associated with the assembly of the Weave. They sell tickets to the museum as a way to make a little extra money. Their is an office for the assembly on the ground floor. The mages who staff it are considered exiles or screw ups who pissed off a higher officer.
Two days ago, just after the rest of them had trekked off into the woods on the hunt for the mutated creatures, you descend down the stairs of the Blue Jetsam Inn into the common room. The innkeep stares at you for a few seconds and says "You two, message was left for you. That elven guy and the rangers said that they headed to the west side of the Porskan crater for....reasons.
Said you would know what they were talking about." As you grab a small breakfast and head out into the town you pull your cloaks tight. The morning sun does little to reduce the chill of the a cold autumn morning. The colorful dry leaves of the nearby forest dance through the streets. You see some guards roughing up a sailor for stealing some apples off of a nearby kiosk. As you pass by the large building on your right you smell the heavy scent of horses, manure, and fresh hay.
Suddenly you hear a "Psst!"
"Hey! Tanalir!" in a harsh whisper you see an elven eye peeking out from the slats. "It's me! Nicovar! Your cousin from Urrivall. What are you doing here?!"
Two Assembly of the weave mages approach you. They wear dull dark red robes with gold embroidery on them as well as the symbol of the assembly. The first is a human man in his 50's with a bald head and a cloth cap on, the second is gnome man with grey bushy hair and a goatee.
Their names are Rotellich and Mingor.
"May we have a word with you my young friends? Forgive my manners but many tieflings have a connection to magic, do they not?"
Vulkellich Manor - An ancient mansion that is said to have been built during the second age by the ancient House Vulkellich. These days it is used as a museum and is loosely associated with the assembly of the Weave. They sell tickets to the museum as a way to make a little extra money. Their is an office for the assembly on the ground floor. The mages who staff it are considered exiles or screw ups who pissed off a higher officer.
Themes
A Note for Archos
Archos you are handed a note. The high end parchment paper and impeccable calligraphy stands out as something important . It reads "Meet me in the back room of the Bronze Dragon Tooth Inn, alone…"
[DM Note: Imply that maybe messendria or the Baroness is sending this note. If Archos agrees he will see a man sitting at an ornate wooden table.]
Ionn Castaliogne sits at the table relaxed he holds up his hands and smiles. "Please, I am unarmed, I invited you here for a drink and a proposal. Relax and have a seat, there are no traps here."
"I see that you have drawn the attention of the Assembly of the Weave I also have many issues with their organization as well. Perhaps you and I could do something about that. I have a plan if you would be so good as to hear me out?"
"When you have had your dealings with the Assembly have you noticed the medallions around their necks that bear their seal? These are not only a symbol that you are in good standing with the Assembly, they are also enchanted for communication and monitoring. They are all linked by the same magicks. I am creating a device that will unravel those enchantments and reweave them into a magical block cutting them all off from magic indefinitely and simultaneously. With one flick of a switch you and I could destroy the entire organization!"
"You only need to acquire the box that has mysteriously vanished amongst your companions, the ranger and the elf. Do not be alarmed my boy, the contents are only a focus. Once this is added to my device it will amplify the signal and encompass the entire continent. The focus is a carved statue of a horse's head fitted with several crystals. It is carved from shardrock and enhanced to magnify magic."
"Think of the good we could do by freeing all of us from the oppression of the Assembly, how many good people would be free to travel the globe like you do without worrying that they will be gentled?"
Archos you are handed a note. The high end parchment paper and impeccable calligraphy stands out as something important . It reads "Meet me in the back room of the Bronze Dragon Tooth Inn, alone…"
[DM Note: Imply that maybe messendria or the Baroness is sending this note. If Archos agrees he will see a man sitting at an ornate wooden table.]
Ionn Castaliogne sits at the table relaxed he holds up his hands and smiles. "Please, I am unarmed, I invited you here for a drink and a proposal. Relax and have a seat, there are no traps here."
"I see that you have drawn the attention of the Assembly of the Weave I also have many issues with their organization as well. Perhaps you and I could do something about that. I have a plan if you would be so good as to hear me out?"
"When you have had your dealings with the Assembly have you noticed the medallions around their necks that bear their seal? These are not only a symbol that you are in good standing with the Assembly, they are also enchanted for communication and monitoring. They are all linked by the same magicks. I am creating a device that will unravel those enchantments and reweave them into a magical block cutting them all off from magic indefinitely and simultaneously. With one flick of a switch you and I could destroy the entire organization!"
"You only need to acquire the box that has mysteriously vanished amongst your companions, the ranger and the elf. Do not be alarmed my boy, the contents are only a focus. Once this is added to my device it will amplify the signal and encompass the entire continent. The focus is a carved statue of a horse's head fitted with several crystals. It is carved from shardrock and enhanced to magnify magic."
"Think of the good we could do by freeing all of us from the oppression of the Assembly, how many good people would be free to travel the globe like you do without worrying that they will be gentled?"
Structure
Exposition
The Cult of Ebon Devoted Noctua
[DM Note: This cult is dedicated to the Dark One himself. They currently serve Lord Vedemire Dark Horse as he is a chose one. Dark Horse and Istencia Greencloak have created an army of Krullocs and will use them to further his own ends. Using alchemy, magic and artificer ingenuity they are creating mutant chimerae using living and dead tissue. The creatures are very powerful and take basic instruction but are dumb enough not to ask too many questions. Deep in the back chamber of the mine is a huge open space. The wall is pockmarked with hundreds of indentations. Greencloak is using them to gestate her creatures, they are sealed in with a waxy material made form the stomach lining of wyverns. The strange brew of alchemical ingredients allows the bone and tissue to reform and strengthen. When the Krulloc is developed it tears out of the lining in a horrifying display of resurrection. Several goats and lambs are tied up in the mine for the creatures to immediately feed on.]
Notable members on site:
Oxela Namuria. Completely devoted to Lord Dark Horse she has dedicated her cult to his service, hoping to release the Dark One from his prison.
Porter Arcwell - Enforcer, A goliath man and a 8th level fighter. He loves Oxela deeply and has devoted his life to her service.
Frede Waylock - A human man who is also a high ranking officer of the East Tellenheim Company. He is a major bank roller for this chapter of the cult. He has wire rim spectacles and wears a dark red coat.
Istencia Greencloak - A green elven woman and a brilliant artificer. She is working directly with Lord Dark Horse to create the Krullocs. Mutated creatures that can be created with enough blood and sinew from different creatures.
[DM Note: This cult is dedicated to the Dark One himself. They currently serve Lord Vedemire Dark Horse as he is a chose one. Dark Horse and Istencia Greencloak have created an army of Krullocs and will use them to further his own ends. Using alchemy, magic and artificer ingenuity they are creating mutant chimerae using living and dead tissue. The creatures are very powerful and take basic instruction but are dumb enough not to ask too many questions. Deep in the back chamber of the mine is a huge open space. The wall is pockmarked with hundreds of indentations. Greencloak is using them to gestate her creatures, they are sealed in with a waxy material made form the stomach lining of wyverns. The strange brew of alchemical ingredients allows the bone and tissue to reform and strengthen. When the Krulloc is developed it tears out of the lining in a horrifying display of resurrection. Several goats and lambs are tied up in the mine for the creatures to immediately feed on.]
Notable members on site:
Oxela Namuria. Completely devoted to Lord Dark Horse she has dedicated her cult to his service, hoping to release the Dark One from his prison.
Porter Arcwell - Enforcer, A goliath man and a 8th level fighter. He loves Oxela deeply and has devoted his life to her service.
Frede Waylock - A human man who is also a high ranking officer of the East Tellenheim Company. He is a major bank roller for this chapter of the cult. He has wire rim spectacles and wears a dark red coat.
Istencia Greencloak - A green elven woman and a brilliant artificer. She is working directly with Lord Dark Horse to create the Krullocs. Mutated creatures that can be created with enough blood and sinew from different creatures.
Conflict
The Mining Camp of Clan Lockhouse
First the team will run into a small tent village. Hundreds of semi permanent tents of all sizes hold mine workers who work for the strong Dwarven Clan.
As the sun goes down the forest around you gets dark quickly. The air takes on a chill and the bright cheery sounds of the birds and insects gives way to the hoots and cricket sounds of the night. As you think about setting up camp you hear movement up ahead. As you look through the trees you see a glow of firelight and smell the faint aroma of cooking fires.
As you hold up your hands in the middle of the small tent village that is home to the laborers from Clan Lockhouse, the guards nock arrows and stare at you. The green elven man known as Thurlis Stem glares at you and says "Keep those weapons sheathed, why are you back?" The stout dwarven man known as Kelthier Lockhouse emerges from his tent in a quiet furor. "What is the meaning of this?!"
[DM Note: This is a mine laborer camp used by Clan Lockhouse when they set up a new mine. Eventually they will build row houses, a general store, and a tavern for the workers. For now this tent city will suffice. ] Mine manager - Kelthier Lockhouse - A dwarven man who is the mine's Managing officer. He has dark brown hair and a braided beard. He looks middle aged with several hard wrinkles in his face.
Head of Security - Thurlis Stem - A green elven man with a shaved head and a tight red haired beard.
Cook - Harldown Brunt - Firbold man with shaggy black dreadlocks.
Commerce Manager - Notham Lockhouse - A Dwarven woman with blonde hair and long sideburns.
What they know:
The group saw several shaggy animalistic creatures run near the camp just the day before. They raised a general alarm but the creatures disappeared before they could muster. Thurlis tracked them for a bit but headed back to the camp when it got dark. He claims to have never seen creatures like that before but is looking into it.
There is an old abandoned mine that went dry over a thousand years ago at the western edge of the Porskan Crater. There are rumors of a strange gathering at that location but no one in this camp has checked it out. It's an entire days hike from here and these folks are here to work not investigate old mines.
Clan Lockhouse is a rival to Clan Raspgrinder and both Yusuf and Notham don't have much good to say about them.
As the sun goes down the forest around you gets dark quickly. The air takes on a chill and the bright cheery sounds of the birds and insects gives way to the hoots and cricket sounds of the night. As you think about setting up camp you hear movement up ahead. As you look through the trees you see a glow of firelight and smell the faint aroma of cooking fires.
As you hold up your hands in the middle of the small tent village that is home to the laborers from Clan Lockhouse, the guards nock arrows and stare at you. The green elven man known as Thurlis Stem glares at you and says "Keep those weapons sheathed, why are you back?" The stout dwarven man known as Kelthier Lockhouse emerges from his tent in a quiet furor. "What is the meaning of this?!"
[DM Note: This is a mine laborer camp used by Clan Lockhouse when they set up a new mine. Eventually they will build row houses, a general store, and a tavern for the workers. For now this tent city will suffice. ] Mine manager - Kelthier Lockhouse - A dwarven man who is the mine's Managing officer. He has dark brown hair and a braided beard. He looks middle aged with several hard wrinkles in his face.
Head of Security - Thurlis Stem - A green elven man with a shaved head and a tight red haired beard.
Cook - Harldown Brunt - Firbold man with shaggy black dreadlocks.
Commerce Manager - Notham Lockhouse - A Dwarven woman with blonde hair and long sideburns.
What they know:
The group saw several shaggy animalistic creatures run near the camp just the day before. They raised a general alarm but the creatures disappeared before they could muster. Thurlis tracked them for a bit but headed back to the camp when it got dark. He claims to have never seen creatures like that before but is looking into it.
There is an old abandoned mine that went dry over a thousand years ago at the western edge of the Porskan Crater. There are rumors of a strange gathering at that location but no one in this camp has checked it out. It's an entire days hike from here and these folks are here to work not investigate old mines.
Clan Lockhouse is a rival to Clan Raspgrinder and both Yusuf and Notham don't have much good to say about them.
Rising Action
The Western Constellation Mine
However the team decides to tackle the tent city outside and the cultists, inside the mine the work continues. In the main chamber on mine map one is Istencia Greencloak. Though the others may have believed the strange adventurers who were sneaking through the mine, she decides to think ahead. She is protecting her great venture, that of creating an army for Lord Vedemire. She is the brains behind the operation and she controls a device that will allow her to awake dozens of krullocs early from their gestation. Enough of a problem to overwhelm these interlopers. She also has created a strange fungal golem to keep them busy while the device powers up.
The Molderhulk - A huge fungal golem that's only purpose is to destroy targets placed in front of it. It will have a small rocky device on the top of it's head that allows Istencia to control it. If this is removed the molderhulk will cease to operate.
Loot - The stone device is a plant life animator. With an arcana check of DC 16 a player could use this device to animate up to 500 lbs. of plant matter. See the stats for a Hydra Vine the duration will be 10 minutes.
Valdfey Robes - Istencia Greencloak wears these strange green robes, women's fit and sleeveless. See statblock.
Feysugar Gummy Owlbear - In the pocket of her cloak is a strange squishy sugary owlbear. It has an orange color to it.
The sword from the pool - Not identified yet! - Shooting Star Blade - Elven make. See statblock The corridor that leads north from the shallow pool chamber is a cool but consistent 55 degrees. The walls are coated with a patchy phosphorescent moss that gives off a bluish green glow. There is a musty, moldy scent with an underlying smell of blood underneath. Almost like the back room of a butcher shop. As you move up farther another 75 feet the corridor opens into a wider chamber once more. A rocky shelf protrudes on the right that is about 12 feet off the floor and a shallow pool of bluish green water holds 14 inches of clean cool water. The pool is surrounded by stalagmites. Further ahead on the left side of the chamber is another ledge that sits about 20 ft off the floor and a much deeper pool of black water.
Roll a perception check DC 12 hear a pounding sound/ 15 hear the hoofsteps of two creatures coming your way/ 18 Hear the hoofsteps of two creatures heading towards your corridor only 100 ft. away up around the corner. Two Krullocs charge down the corridor, they only engage in battle if they see or sense the players. It is possible for them to hide with DC 13 stealth checks.
You pass through two more large chambers only to hear the sounds of machinery and scientific equipment up ahead. As you peer into the huge chamber up ahead you see large globes of light that hover magically above the floor. In between these lights are dozens of large machines connected with tubes of different color liquids and dozens of tanks of dark black and red liquids. A green elven woman stands a on a platform that hovers above a large table. All of this sits within the rib cage and near a skull of a huge creature that could have been a dragon or some subterreanean beast that stood 40 ft. tall. On the table is another Krulloc, it does not move and appears to be dead.
[DM Note: The Molderhusk awaits a command and stands almost invisibly behind the ribcage on the right side of the chamber. Once Istencia touches her control pad it will charge the nearest enemy.]
If the team is victorious here they can move deeper into the mine. At the end of Istencia's lab there is an opening that is framed by two large petrified wooden beams. An arch replete with a cracked keystone sits above them leading into the darkness beyond. The next section is a large dark chamber that holds almost four feet of water. You can see the dull glow of torchlight beyond some large rocky stalagmites that touch the ceiling. You can tell there is an opening 60 ft beyond this chamber.
[DM Note: If the team is still in good shape have some more aquatic Krullocs rise out of the water and try to pull some players down!]
Up the wide rocky staircase you can see an enormous chamber. As you walk forward you see this dome of rock stretch up hundreds of feet. In the rocky walls that make up this dome you can see hundreds of pockmarks coated with a skin like surface. It looks as if these skin sacks hold back a watery mass from falling out of the wall. The temperature in this chamber feels warmer, almost 86 degrees. The heat brings a sheen of sweat to your brow as your bodies adjust. You watch as a clawed hand breaks through one of the sacks about 50 ft away from you, 60 gallons of black and red liquid splashes down on the chamber floor and a krulloc rolls out and lifts itself up to it's seven feet of muscle, sinew, and hair fully formed. It shakes it's body and viscera flies off in all directions. What do you do?
If the players decide to collapse a tunnel but struggle to find enough explosive power we can use Ariantha's demon to help out.
Ariantha you hear a faint voice in your head. "Daughter of power, wielder of my light. Embrace me for a moment, let me guide you in this moment." You feel a strange mixture of excitement and fear bubble into your stomach. "Reach out to me, take my hand." In your mind you see shadowy figure obscured in a gauzy shimmer. You know this to be your patron, the feeling is the same. The feeling you get when you cast your spells, the energy is the same energy.
If Ariantha accepts the rest of the team can see her eyes glow an eldritch green. Her voice deepens and reverberates in the chamber. Her hands glow brightly and then white and green crackling energy hits the doorway!
However the team decides to tackle the tent city outside and the cultists, inside the mine the work continues. In the main chamber on mine map one is Istencia Greencloak. Though the others may have believed the strange adventurers who were sneaking through the mine, she decides to think ahead. She is protecting her great venture, that of creating an army for Lord Vedemire. She is the brains behind the operation and she controls a device that will allow her to awake dozens of krullocs early from their gestation. Enough of a problem to overwhelm these interlopers. She also has created a strange fungal golem to keep them busy while the device powers up.
The Molderhulk - A huge fungal golem that's only purpose is to destroy targets placed in front of it. It will have a small rocky device on the top of it's head that allows Istencia to control it. If this is removed the molderhulk will cease to operate.
Loot - The stone device is a plant life animator. With an arcana check of DC 16 a player could use this device to animate up to 500 lbs. of plant matter. See the stats for a Hydra Vine the duration will be 10 minutes.
Valdfey Robes - Istencia Greencloak wears these strange green robes, women's fit and sleeveless. See statblock.
Feysugar Gummy Owlbear - In the pocket of her cloak is a strange squishy sugary owlbear. It has an orange color to it.
The sword from the pool - Not identified yet! - Shooting Star Blade - Elven make. See statblock The corridor that leads north from the shallow pool chamber is a cool but consistent 55 degrees. The walls are coated with a patchy phosphorescent moss that gives off a bluish green glow. There is a musty, moldy scent with an underlying smell of blood underneath. Almost like the back room of a butcher shop. As you move up farther another 75 feet the corridor opens into a wider chamber once more. A rocky shelf protrudes on the right that is about 12 feet off the floor and a shallow pool of bluish green water holds 14 inches of clean cool water. The pool is surrounded by stalagmites. Further ahead on the left side of the chamber is another ledge that sits about 20 ft off the floor and a much deeper pool of black water.
Roll a perception check DC 12 hear a pounding sound/ 15 hear the hoofsteps of two creatures coming your way/ 18 Hear the hoofsteps of two creatures heading towards your corridor only 100 ft. away up around the corner. Two Krullocs charge down the corridor, they only engage in battle if they see or sense the players. It is possible for them to hide with DC 13 stealth checks.
You pass through two more large chambers only to hear the sounds of machinery and scientific equipment up ahead. As you peer into the huge chamber up ahead you see large globes of light that hover magically above the floor. In between these lights are dozens of large machines connected with tubes of different color liquids and dozens of tanks of dark black and red liquids. A green elven woman stands a on a platform that hovers above a large table. All of this sits within the rib cage and near a skull of a huge creature that could have been a dragon or some subterreanean beast that stood 40 ft. tall. On the table is another Krulloc, it does not move and appears to be dead.
[DM Note: The Molderhusk awaits a command and stands almost invisibly behind the ribcage on the right side of the chamber. Once Istencia touches her control pad it will charge the nearest enemy.]
If the team is victorious here they can move deeper into the mine. At the end of Istencia's lab there is an opening that is framed by two large petrified wooden beams. An arch replete with a cracked keystone sits above them leading into the darkness beyond. The next section is a large dark chamber that holds almost four feet of water. You can see the dull glow of torchlight beyond some large rocky stalagmites that touch the ceiling. You can tell there is an opening 60 ft beyond this chamber.
[DM Note: If the team is still in good shape have some more aquatic Krullocs rise out of the water and try to pull some players down!]
Up the wide rocky staircase you can see an enormous chamber. As you walk forward you see this dome of rock stretch up hundreds of feet. In the rocky walls that make up this dome you can see hundreds of pockmarks coated with a skin like surface. It looks as if these skin sacks hold back a watery mass from falling out of the wall. The temperature in this chamber feels warmer, almost 86 degrees. The heat brings a sheen of sweat to your brow as your bodies adjust. You watch as a clawed hand breaks through one of the sacks about 50 ft away from you, 60 gallons of black and red liquid splashes down on the chamber floor and a krulloc rolls out and lifts itself up to it's seven feet of muscle, sinew, and hair fully formed. It shakes it's body and viscera flies off in all directions. What do you do?
If the players decide to collapse a tunnel but struggle to find enough explosive power we can use Ariantha's demon to help out.
Ariantha you hear a faint voice in your head. "Daughter of power, wielder of my light. Embrace me for a moment, let me guide you in this moment." You feel a strange mixture of excitement and fear bubble into your stomach. "Reach out to me, take my hand." In your mind you see shadowy figure obscured in a gauzy shimmer. You know this to be your patron, the feeling is the same. The feeling you get when you cast your spells, the energy is the same energy.
If Ariantha accepts the rest of the team can see her eyes glow an eldritch green. Her voice deepens and reverberates in the chamber. Her hands glow brightly and then white and green crackling energy hits the doorway!
Climax
Daughters of Light - Have the two daughters show up at the end to help the team or to just harass them for rushing into this situation that the Daughters were going to handle
Two heavily armored women ride thick hooved wide shouldered stallions wearing light armor on their horse shins and heads. The two women glare at you as they ride past. On their tabards is a golden circle with a spear of gold pointing up and down. Two small lightning bolts sit at the side of the circle on a 45 degree angle.
[DM Note: These are two of the Daughters of light: Opela Barn and Qesa Huss. Opela is a human woman with black hair and brown eyes. Qesa is a half orc woman with bright green skin, tall with dark green hair.
A religious order dedicated to Vellenox, they only accept females. They are a backlash to the Adherents of Iron, the religious zealots who said they were clerics of Eigeralon. The truth is they were devoted to the evil creature known as Anaxis. When the deception was revealed the order fell apart. After the battle of Penthos many of the higher officers were arrested.
With Vellenox being the last god targeted by the Adherents of Iron, the Clerics devoted to her rallied and recruited thousands of new acolytes. One of their main temples is in the city of Westinox. This organization has been radicalized especially against males. There are rumors that they have been castrating any men that they deem criminals or heretics. They have also set up an adversarial relationship with the Clerics of Eigeralon and the EMP.]
"Hold travelers, may the light of Vellenox reveal you." Opela speaks sternly with an authoritative voice, you see chain mail underneath a bright white tabard that bears the mark of Vellenox. The sides of the tabard and her cloak are bright gold in color. She sits astride a white charger with hooves like a clydesdale.
"There is nothing to fear if you hold to the light, but there are dark friends about."
Two heavily armored women ride thick hooved wide shouldered stallions wearing light armor on their horse shins and heads. The two women glare at you as they ride past. On their tabards is a golden circle with a spear of gold pointing up and down. Two small lightning bolts sit at the side of the circle on a 45 degree angle.
[DM Note: These are two of the Daughters of light: Opela Barn and Qesa Huss. Opela is a human woman with black hair and brown eyes. Qesa is a half orc woman with bright green skin, tall with dark green hair.
A religious order dedicated to Vellenox, they only accept females. They are a backlash to the Adherents of Iron, the religious zealots who said they were clerics of Eigeralon. The truth is they were devoted to the evil creature known as Anaxis. When the deception was revealed the order fell apart. After the battle of Penthos many of the higher officers were arrested.
With Vellenox being the last god targeted by the Adherents of Iron, the Clerics devoted to her rallied and recruited thousands of new acolytes. One of their main temples is in the city of Westinox. This organization has been radicalized especially against males. There are rumors that they have been castrating any men that they deem criminals or heretics. They have also set up an adversarial relationship with the Clerics of Eigeralon and the EMP.]
"Hold travelers, may the light of Vellenox reveal you." Opela speaks sternly with an authoritative voice, you see chain mail underneath a bright white tabard that bears the mark of Vellenox. The sides of the tabard and her cloak are bright gold in color. She sits astride a white charger with hooves like a clydesdale.
"There is nothing to fear if you hold to the light, but there are dark friends about."
The Year SF3, 3027 the month of Lothor
Completion Date
10/12/22
10/12/22
Plot type
Main Story
Related Characters
Related Organizations
Related Locations
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