Places of Interest: Profska
Prevalent Religions: Waukeen, goddess of trade - Sha'al, goddess of seafaring and water, Moradin, Dwarf god of the mountains - Ben'hadar, prince of good water creatures Bay Song City: With a strong ocean breeze smell, the city comes to greet you with warm inns, merchant guilds, and sailors telling stories of their travels Population 30,000 (45% human, 15% orc, 10% bugbear, 5% half orc, 25% other wildly varied races) Government King Gerard Profska the 3rd oversees his monarchy and has a robust staff helping deal with massive amount of trading going through his ports. Defense: A sizable Navy with ballistae armaments sit heavy on the shores and within the town are two forces, their naval individuals known as Kronstin consider themselves better than their land equivalent Lanstin. Commerce: A huge amount of ore and precious minerals from both Ba's Watch and High Keep make their way through here. There's also a huge labor market of those looking to join different crews Organizations: Kronstin (navy), Lanstin (town guard), The Restless Fleet (Head Merchant Organization and Commerce) Adventures: (1) Low Difficulty Invasion of privacy If the group gains notoriety in favor of Profska's monarchy, they will be approached by one of Gerard's head staff asking to find an individual leaking information to either the Shark's Bite or Dead Man's Row. These two organizations have been increasingly interrupting nighttime commerce and avoiding guards expertly. Someone is giving them inside information. Provide a list of suspects, DC15 Perception check will see one of them heading to a bar on the North-East part of town away from the docks handing information over. By identifying the individual, they can report back to the aide and be rewarded handsomely. They can even watch the arrest and zone of truth implementation. (2) High Difficulty Aboard the Stormfist Lead by Captain Dawncrusher (orc) help in bringing an artifact found in the forgotten vale to one of the Tempest Oligarchy in Kyole by getting to the port in Fey Breeze, Kyole. This is a 10 day trip where both sea and sail will attack. Have players roll a D20 to see how the day will go. The Shark's Bite will have a ship waiting off of Spite's Call to attack the Stormfist. Additionally, should anyone aboard be worshipping a deep one of any type an encounter with them in person will occur. Any Arisen within the party will feel uneasy as they pass the Great Roelashian Woods. Item of interest will be a Soul Stone (Doomed Range Red) if the party takes it they will be chased by both Kyole and Profska personnel. Attuning with the stone will allow communion with its guardian and it will tell where it is from. (3) Medium Difficulty Interesting Proposition A group of Tortles, Humans, and Yuan-Ti Purebloods come into Bay Song City with the hopes of becoming a new "Shark's Bite". They have bought the lion's share of wood exports from the Gnuckle Islands and are charging an obscene premium on them. This wood is vital to ship creation and upkeep within Profska. Either negotiate with Shark's Bite/Dead Man's Row/Restless Fleet to bring a bargaining chip to the table and bring down the price and increase the power of the group that the players are supporting in this endeavor. The new group's name is "Kosalo" (Yuan-Ti for Kings) and their group leader is "Thss Kosalo" (Yuan-Ti for King of Scales). If players choose to attempt to kill the group they'll have Kosalo and 7 of his thugs to kill. *If players lose they will be used as bargaining chips against those they were being bargained for*. Factions: Kronstin A naval army proficient with all sea-faring vessels. They are an arrogant bunch used to looking down on groups around them, but will not instigate a fight unless the opponent swings first. They come with leather/studded leather armor and a back tattoo of the Kronstin (a sea-faring bird of their choice perched on a K), they will mainly use shortswords. People of Interest Admiral Ula Mak'ala chaotic good male half-orc This middle-aged half-orc understands the fragile political climate within Profska and is typically soft spoken, but upon setting sails is much more at ease and commands his ship and armadas with dignity. He doesn't like the predominantly human filled Restless Fleet as it doesn't seem to represent the actual plethora of races found within the merchant organization. He has a strong goal oriented life style and having reached the pinnacle of Profska's navy may be suited to fill in for Gerard should he fail. Head Captain Christine Johnson Chaotic Neutral female human As the 2nd in command behind Ula Mak'ala, Christine has an ability to be far more charismatic than her admiral boss. Her sun bleached skin, scars, and calloused hands show how she has risen through the ranks and now here in her 60's she's enjoying the fruits of her labor. Her lead up to becoming head captain was not smooth as she has dealt with Dead Man's Row which sunk and killed Kroliss Stone a bugbear who was also eyeing the head captain position after Ula was promoted. She tries to leave it in the past, but she is still giving information to Dead Man's Row through informants. Lanstin The ground forces who haven't yet become proficient in all things sea-faring. These positions are typically filled with those trying to get into the Kronstin, but there are a few people who don't care for the ocean but love the town and stay within the guard. While there isn't as much upward movement, those at the top seem less stringent than their sea counter parts. People of Interest Town Captain Elmeriss Folkawn Lawful Good Female Human While currently in her 40s, Elmeriss is a captain of the people. Having grown up in the shallows on the west bank, she knew poverty and how orc, bugbear, and other races have been downtrodden still this many years after the war. She had extreme luck when the Profska lottery picked her as the shallows citizen to be let into the Lanstin Academy. There she has grown and has taken a lot of shit from her Kronstin and Lanstin counterparts. She's slow to trust but a great judge of character. She will try to defuse a situation without violence before resorting to her trusty hand-axe and stun wand gifted to her when she obtained her position. Vice Captain Granka Harsong Chaotic Neutral Nonbinary Bugbear Chosen as Captain Elmeriss' 2nd in command, Granka is the only bugbear representation in the upper authority of Bay Song. As such, Granka feels a constant pressure on themselves to perform. This means getting job done by any means necessary. The atmosphere typically goes quiet when Granka enters a room, and not because they're prone to breakout, but rather an ever watchful populace is watching and waiting for them to break. Unlike most of the Lanstin, Granka is proficient at sailing, but has not received the opportunity to join the Kronstin despite their post and level. Shark's Bite One of the two main underground organizations within Bay Song that actively goes against the Restless Fleet, they look to get commerce and attract investors before they are completely swept away in the web of the Restless Fleet. They have strong connections in Wrensville and their outpost in Dead Heart Forest in Fair Haven. Myriad Leader Sha'Koron Lawful Evil Male (blue) Tiefling Sporting a debonair vibe and expensive coat, this tiefling has a silver tongue and a force to back him up. There are plenty of individuals paid off or threatened within the Kronstin and Lanstin that help him get information that isn't easily accessible to others. He revels in the fine fruit-based alcoholic drinks from the Gnuckle Islands and is known for coming up with some of his best plans when in the heat on inebriation. His brass knuckles with flame imbued magic are his weapons of choice and packs a powerful punch. Dead Man's Row While Shark's Bite focuses more on the infrastructure and commerce within Bay Song, Dead Man's Row is there to send a message of death. With hidden ships and hidden members, those who find themselves in the sights of Dead Man's Row may need to watch their back at all times. Head Assassin Kelth Morrow Chaotic Evil Changeling Having come from the cold north past Norstra, Kelth has survived off killing most of their life. The strong need to level those he sees as unjust lead Kelth to Bay Song, so while at first many saw their killings as taking down the rich and powerful, there were other deaths that seemed to have no rhyme or reason behind their happenings. The only thing left behind at their scenes was a harpoon shoved through the jaw of his victims mimicking their next "big catch". While a few other changeling have followed Kelth, only one has ever been apprehended in Bay Song's history. Wrensville: Pop 2000 (30% human, 20% orc, 20% bugbear, 10% elf, 20% other) Govt. - Kyver (official position) Quaylin Gruusch Neutral Good Female Half-Orc in charge and put in position by King Gerard has been there for 15 years making her resourceful for her small town Defense - A light guard for the small town Commerce - Deal mainly with travelers going into fair haven along with fishing along the Yolomo River Orgs - Shark's Bite is heavily present in the town's inns and bars but has maintained anonymity from any guard There is a safe house present here for Shark's Bite individuals, otherwise there are a few guides who lead people through the Dead Heart Forest. Wrensville Adventure: (1) Low Difficulty Smells Fishy The Kyver of the town will have signs up asking for interested parties to help with a local fish problem. Lately as fishers have been catching their fish they are decayed and smell like they are already dead. One person who was dumb enough to eat one has gotten violently ill. Talk with the fishers and come with them on an early morning adventure out to the river. A DC10 Perception check will show dying land on the other shore leading to a small group of Abyssal Wretches that are poisoning the surroundings with their presence. (2) Medium Difficulty Bigger Fish to Fry The Shark's Bite is becoming more bold within the city. At the entrance and exit of the town aren't guard, but Shark's Bite thugs asking for tolls as they come in as insurance. They will not stop anyone from coming through, but if they do not pay the insurance they will be mugged in the night. If helping the Shark's Bite remove Kyver Quaylin Gruush from her post or convince her to work with the Shark's Bite to stop the toll but start working for them. Otherwise, Gruusch will say that the majority of the guard have left the town and gone East, help defend her town for 4 days as her messenger gets guards to come back. During this time, expect night time attacks if the group isn't hiding themselves or Gruusch well. During the day they can gather information as to what bars the Shark's Bite are in by investigating and DC17 finding hidden doors in the backs of certain buildings. Go inside and defeat the main forces of the Shark's Bite and free the town from their oppression... for now. Ba's Watch: Pop 7,345 (40% human, 33% dwarves, 10% gnomes, 8% halflings, 9% other races) Govt Kyver Lorna Krustinhell Chaotic Good Dwarvish Male in charge for the past 2 Profskas, or about 100 years Defense - A far more present guard from Bay Song that is rotated out every 3 months due to the inhospitable environment of the Doomed Range Commerce - A mining city that has dug deep into the side of the doomed range and trades them over to Bay Song City along caravans controlled by the Restless Fleet Orgs - Ba's Watch has a huge deposit that is heavily monitored by the local guard just called Bankara. This is the edge of the Doomed Range meaning cults from the North may start infiltrating into this town. The Restless Fleet have a presence in the town and rotate with the guard through different members. There are multiple Dwarvish groups that specialize in different rock features. Shark's Bite is trying to get its foothold in here to help in decreasing prices of precious minerals. Finally there is a sherpa service to help get across the Doomed Range. Tiered Living- At the top of Ba's Watch is a temple devoted to Moradin and his wife whom most of the dwarves worship One level down, and these are terraced by huge mountain working endeavors done by the dwarves in the area. The process was sped up by some very intuitive halflings and gnomes which helped increase the speed of creation. On this terrace is the majority of government buildings and some of the upper society living areas. It is easily the most defensible position within Ba's Watch. Two levels down, within this terrace is where most people live. These terraces are accessible by both a platform that notches along the side of the mountain brought up and down by mechanical engineering made by the Halflings and Gnomes and by a set of well made and kept stairs with a railing that goes up and along the mountain side. It's definitely dangerous, but its there! Three levels down, this terrace has all of the commerce whether it be the Restless Fleet, bars, taverns, inns, shops, party locations, and nearly everyone comes here when work is done deep within the mountain. Four levels down, finally is the entrance into the mine (A MINE!) and it has a wide and tall entrance that leads into the depths of the mountain. Rashka's (first dwarf to reach the summit) Peak Going inside the mountain you will see veins of gold initially, and further down will be diamonds. The interior is carved out and after a 3 minute cart ride down it opens up into a vast space under the mountain. The downside is that the further into the mountains they go the closer they get to the effects of the Forgotten Vale. The smell of earth is very strong, and the amount of supports built to keep up the weight of the mountain are thick and aweinspiring as even the support beams seem to have care put into their shape and design. As you get deeper though the design seems to disappear and more crude and newly put in shafts are apparent. The air is harder to breathe and provides a sense of being closed off from the rest of the world. Ba's Watch Adventures: (1) Medium Difficulty The Old Switcharoo There's a person who paid for an item that was wrongfully taken from them by a middle-rank member of the Shark's Bite. It is a magical "Amulet of the Black Skull" They will give the party a fake version of the artifact that they want you to replace it with. Find the myriad member's home in the upper tier, infiltrate it, and switch out the artifact. This middle member will actually end up being the son of Sha'Koron, he's a red Tiefling male named Vice. He somewhat resents his position but he would never cross his father in his wildest dreams. He will be having his boyfriend over to his complex, he's a dwarven male named Ronta Krishin. They may be observed entering and leaving, but Ronta will always try to leave discretely as he is the Shark Bite's connection to the mines. When trying to replace it, there will be a DC 19 Investigation Trap that the real amulet will be sitting on and then a DC 20 slight of hand to successfully replace. The room will be hidden behind a false wall that leads to a basement. Only a few guards will be patrolling. Returning it to the original buyer will also open up the possibility of buying the object in question. (2) Hard Difficulty Digging too Low A recent excavation resulting in finding a gigantic underground cavern has unearthed an underground Illithid civilization, and they're ready to attack the onlookers. It starts with a large set of workers not returning from the new depths that have been opened up. Since tracks haven't been placed that deep yet after the initial 10 minute ride downwards there's an additional 2 hour walk downward until the party reaches a tall lanky creature crouched over an unmoving body of a dwarven worker. The mind flayer will run away going to get its entire group. Leading the group is an Ultroloth who is not as cruel as the other mind flayers, but does look to kill those who have come too deep. If the group doesn't return to report their duties they gain the advantage of a disorganized Illithid group, they will be able to kill them in a group of 2-3-then 4+Ultroloth but if they go back up, the Illithid will group back up and go further beneath into their strange buildings. Doing the dirty work under the Illithid are many kobolds of different sizes and capabilities, infiltration may be difficult for larger members, but Kyver Krustinhell will pay handsomely for the removal of this group or at least the weakening of it. Until the group is removed the mining operations will cease. Under the Doomed Range While the initial digging areas of the mountain will provide a bounty, as they start digging deeper they will start experiencing more and more horrors of the deep. Past the Illithid group is an entire underground drow civilization wholly devoted to Lolth, this Drow civilization shows no interest in coming above the ground, but may be interested in the trade of the other civilizations. Any trade done in the deeps result in telekinetic and shadow based magical items. Any talks of gods other than their own will be met with hostility. If passage is requested under the mountain a sizable or favorable gift must be bestowed upon either the high priest or drow soldiers. With their passage any dryders along the path will move out of the way, if they force or sneak their way through there will be dryders and other things under the mountain getting in their way. After 2 days of healthy travel, an upward tunnel will finally start twisting upward on the other side of the doomed range. You will eventually find yourself next to the destroyed town of Fintris within the Forgotten Vale.