The Frostgate Heresy

The Introduction

Outside the city of Greynor, the mists and sea smoke of the Warmwind Sea give way to the fog and haze of the deep woods. Pax, itself, is almost entirely covered in a thick, aggressively growing forest that makes farming nearly impossible. Estates and campuses, for instance, need to be designed around the landscape, or trees would simply overtake and destroy any type of construction in a few short years without constant, backbreaking upkeep. One such estate, famous for having been the home of an infamous royal socialite, has become the home of a cult called "the Age of Chaos".

This cult worships the spirit of Corrine Cotnor, the former leader of the assassin's guild known as Ravelous Nil. They mean to bring about the Age of Chaos promised by the Cotnor Clan ages ago, and they are in full recruitment mode; which, in this case, means that they sent out a belaying party, and rounded up three good prospects. One died, due to complications stemming from blunt force trauma, but the other two lived and are currently being brainwashed. The problem for the cult is, the three young men have friends and family who are worried about them.

These family members have gotten together and raised the money to hire a rescue party, but these people have a problem of their own. If they go to the authorities, there's every chance that their family members will be arrested, or even sent to the Birchwood Gulag in central Pax, for consorting with the cult. The families want the three young me rescued, and brought to another estate outside of Greynor, called Eastbrook, where they plan on having a cult deprogrammer waiting.


The Beginning

Read the following aloud

You have been hired by a local noble family to rescue a pair of men, named Carl and Nathan Hedd, from the clutches of a cult. This cult, calling itslef the Age of Chaos, has settled in an ancient manor house just outside of the oceanside city of Greynor.

Comprised of canals and natural waterways, Greynor is connected by a mass of footpaths and bridges to a multitude of small islands, in a labyrinthine network of chaotic construction. Small boats putter around the waterways, selling wares, or food, or even liquor. Street food is a matter of pride, here in Greynor, with the conch fritters being known as some of the best in the world. The palm trees lining the streets are old, the infrastructure of much of the city is even older, and the mansions of the inner portions of the city are even older than that.

There is wealth, in Greynor, as evinced by many things. But mostly, by the number of thriving restaurants, which has been one of the High King's "measures of decadence". Officially, the city of Greynor is under "sanctions" from the High King. The rulers of Greynor, however, have defied the High King publicly, and have called The High King's Writ unlawful, and its enforcement needlessly cruel.

GM Note
This would be a good time to share the ideas codified within The High King's Writ
Age of Chaos
Organization | Mar 18, 2025

Nothing is not...yet.

Greynor, City of Refuge
A small city nestled in the bosom of the Wutjorn delta, Greynor is purportedly a place of seemingly lax laws, loose morals and looser women. Having been founded in the distant past by some ancient ancestor of the royal family, it has been a pirate haven, a party town, and a fishing village. For the last few eons, however, it has become and grown as a merchant haven. Simple and straight tax laws make it a desirable place to register shell corporations for the mega rich. In living memory, it is assumed Greynor is occupied and run by the famous Merchant and Sailors' Guild, an infamously powerful and resourceful labor group and, some say, the finest spy agency on the planet.
The High King's Writ
Generic article | Apr 1, 2025

"Watch what you say!"


The Chase

It will be at this point in the adventure that the drunk man at the corner of the bar, who has been gesticulating wildly, gets the party's attention. Run the side quest A Merry Chase as soon as all of the introductions and chin wagging are done with.
GM Note
The characters will level up to 2 after the chase, whether they are successful or not.

Travelling to Frostgate

It is a day's travel to Frostgate Manor, just to the Northwest of the City of Greynor. Travel through that part of the country is relatively easy, with well maintained roadways and infrastructure, although Frostgate is somewhat off the beaten path. Still, one must deal with the forest and its denizens; even here in these civilized lands, the forests of Pax aggressively maintain their supremacy.

GM Note:

Roll a d6 each day the party is travelling. On a 1, there will be a random encounter. Roll on the following table to generate an encounter:


Frostgate Manor

The ancient manor house was built to last, and last it has. For the last several centuries it has been occupied sporadically, and yet it maintains its aura of majesty and mystique.

Originally built by the Hartunian Family in 5325NG, out of native lumber and imported granite, Frostgate Manor was a summer home-away-from-home for the beleaguered Royal Family. Eventually, the mansion became the home of the infamous Lydia and Cameron Hartunian, who brought shame to an otherwise noble family. Cameron ended up dead, and Lydia garnered a lifetime in a Noble's Prison. After that, the house sat empty for a decade.

It has been refurbished recently; new siding has been added to it, and the pointing on the chimneys has been updated and repaired. The eaves and trim have all seen at least two coats of paint, and the grounds are kempt and well tended.

There are twenty four cultists that live there, plus their Master, Coreolis Athmo. At any given time, the Master will be occupying the upper floor, in the room screened off from the chapel. There will be two of his Bishops on the floor below, guarding access to him, and up to sixteen novices on the ground floor performing various tasks.

Read the following aloud
As you approach the manor, the road is blocked by a narrow, but noisily rushing, river. A carriage house to the left of the path holds a well used supply wagon, and a couple of spare canoes. Tied up at the end of a short dock is a wide rowboat, obviously meant to ferry supplies over the short distance from the road to the manor house. A pair of innocuous looking men are gardening outside of the house as you approach.
GM Note:
If the PCs approach without taking any precautions, one of the gardeners will stop working and go ring a small bell affixed to the front door jamb. 1d4 cultists will come to investigate within one minute.
 

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