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Session 50: Side Game Pregame "Arrival at Holyar"

1515350340

Edited 1515371214
MrValor
Pro
Marketplace Creator
Shevorth Reminder Shurors are a caste society including the nobles caste, martial caste, scholars caste, artisans caste, and explorers caste. Holyar [Holyar is reminiscent of the other two capitals of Shevorth, which share many of the same features. The capital has around 250k people at any given time.] Holyar is the capital of east Shevorth, built into the sides of the mountains. A home for humans and dwarves, the outer walls rise a hundred feet from the earth. Meanwhile, most of the city itself is built into the stone mountain-face, with roughly 75% of the city being subterranean. With an age old non-hostility agreement with the Ice Giants to the northeast, Holyar is ever vigilant for the possibility of attack. The outer gates are 50-feet tall and 30 feet wide. There are smaller doors in the stone walls to the sides of the gates meant to let single lines of people in and out. The doors and gates are made of thick wood planks reinforced with steel. Holyar has 1 main gate to the south, and 2 side gates to the east and west. Outer Holyar Outer Holyar is predominantly 3-4 story wooden buildings. All such buildings are connected via an underground street network that is used in the coldest part of winter. The streets are well organized and form a semi-circle around the main city entrance. Outer Holyar consists of residences, inns, and merchants for those who commonly leave the city gates. Shepherds, scouts, soldiers who patrol the wilds around Holyar, traveling merchants who keep a warehouse or storefront in Holyar in the summer, and other such people call Outer Holyar home. Some Shuror who prefer the cold weather to the warm subterranean city live in Outer Holyar out of person preference. Roughly 25% of the people of Holyar live in the outer area, or about 62k people. Inner Holyar Gates The Inner Gates of Holyar are set into the stone itself, with a gigantic iron portcullis barring entrance. A single, heavily guarded side-door is used for entry during times when the portcullis is down. Beyond the portcullis and side door is Main Holyar Rd. Main Holyar is 100 feet across and 50 feet tall. After a quarter mile of area filled with nothing but guard stations built into the walls, it begins descending at a 45% angle down for another quarter mile. The main area is a ramp but there are steps to each side of the street as well. Holyar Main then splits into Main Holyar Over and Main Holyar Under. Each of these then split into left and right, forming circles from where the districts are all located. Upper Holyar Upper Holyar has the palace in the center, the residential district in the northwest quarter, the artisans district in the southwest and the entertainment district in the southwest quarter. Throughout all of the quarters are residences and temples to gods (good and neutral only) as they seem relevant. The palace is a large central fortress, with stairs going to multiple stories and connecting with the streets the merge on it as a circle, the streets leading from Upper Holyar Main to the Palance Circle road. The palace itself is home to the three ruling families of East Shevorth, House Redback, House Honorhand, and House Snowborn. In addition to the ruling houses, silver dragonborn live in and around the palace. They serve as servants of Shevorth itself, as citizens of Shevorth, but not necessarily as Shuror. As a result the silver dragonborn have their own strict codes of honor and respect, but don’t consider themselves necessarily bound be the laws of the Shuror. Similarly, they have their own jails and justice system. Anything that happens inside the palace is considered under the domain of the silver dragonborn, which is currently ruled by the Serene Clutch [dragonborn clutch names are adjectives]. The residential district in the northwest quarters is full of fine houses, some built along the Holyar Main Circle and others into the side of the earth and rock. The houses on the streets are upwards of 5 stories tall, and usually built into the stone on the outside, or are large houses/mansions if built on the inner part of the circle away from the wall. Those that live here are those who are either wealthy enough they don’t have a particular profession to follow, have retired from their primary profession, or are foreigners living in Holyar. The residential area of Holyar holds roughly 9% of the total population of Holyar (24k people). The University district of Holyar has large universities for people of all ages. Those who teach there live in the universities or in nearby apartments, and the students have the option of doing the same. Most of the universities have their own libraries, but the district also has several stand alone libraries and museums. In addition to regular educations, universities exist for craft professions, professional training, magic, theology, and several bard colleges. Some of the realm’s most reputable bards retire as professors in Holyar’s bard colleges. The deans of the college include: College of Glamour: Feshar Dheiham College of Lore: Stam Clearwalker College of Satire: Shozaud Guldane College of Swords: Sefeh Cukha College of Valor: Ursi Hithyalda College of Whispers: Yei Cao The magic universities are spread throughout the university district, but are not separated into disciplines the same as the bard colleges. Instead, wizards, mages, sorcerers, and warlocks are all taught the basic arts of all arcanic studies through a curriculum that highlights arcane knowledge and historical uses of arcane, both good and bad, throughout the millennia. General universities teach various languages while more exotic planar languages can only be learned at the magic universities. The artisan district to the southwest is full of bazaars, markets, and artisan halls where master artisans craft and teach their crafts to apprentices. Combining the methodical nature of their dwarven ancestors with the magical inclinations of their human ancestry, the artisan district of Holyar is an splendid as it is expensive. Some artisans make their wares in this district, but their items are of such rarity that they are only given to those Shuror (or their allies) who demonstrate their value and worth to Shuror society. The southwest quarter, the entertainment district is one that is possibly most strange for outsiders. Since the Shuror do not believe in servitude (paid or not), they do not have traditional taverns and brothels. Instead the entertainment district is full of gardens (grown using magical sunlight), serve-yourself taverns, community cooking areas, hostels (instead of inns), hot-spring baths, and performance stages where musicians can get up and showcase their musical talents. In addition to baths, there are “relaxation chambers” where people go to relax and flirt with those they fancy. There are donation jars throughout the entertainment district to help upkeep the facilities, and also lists of chores that people can do in each given location. Lower Holyar Lower Holyar is for laborers. Since every Shuror helps do everything else, a lot of the housing in Lower Holyar temporary housing for those who spend their “labor days” working in the mines, doing ore processing, working stone, or doing any number of other duties. A lot of the livestock is kept in the lower area as well during the winter. The southern half of lower Holyar is the livestock district on the outer side of Lower Main Holyar Circle, military district. The livestock district is where people go to feed, groom, and butcher animals. Many animal caretakers, messengers, cavaliers, and those who rely on livestock and mounts for their professions live in this area. Just to the north in the south-central area of lower Holyar are temporary homes for those taking their labor days. In the center of lower Holyar is ore processing, rough metalworking, and an entrance to the mines. Those who spend their lives mining (usually those in their late adolescent years) spend their time in the deeper sections of the mines. Since Holyar has been there so long, their city relies more on their artisans, universities, and markets to bring them income, their mines no longer being a fruitful as they were a thousand years ago. The north half of lower Holyar is where the military district can be found where troops train, are outfitted, and sleep. This is also where the entrances to the under-roads can be found. To the south of the military district, in buildings on Lower Holyar Main stretching to the central mines are the slums, where Shuror and visitors alike can find more traditional taverns, inns, brothels, markets, general stores, etc. The Party’s Arrival in Holyar Escorted by Thokoli and Gillia, now dubbed “The Survivors” enter the capital. Word of Asher and Ailaise have spread as quickly as knowledge of Helios, Bardman, Ughragog and Nikon. There are people in the streets who say things like, “Where’s the dragonborn?” and “Where’s the half-giant?” Thokoli has obviously been there several times and while mentions his full name a few times the name Lighthorn doesn’t seem to carry much weight in Holyar, if any would. You see obviously well outfitted knights shoveling horse dung, nobles carrying firewood, guards picking up trash and the like. Everyone here does everything that needs to be done. As you walk through the outer city because Thokoli, by second nature, often offers to help the elderly with their chores and whatnot. If you don’t assist he’ll look back and say, “Help. What’s wrong with ya’ll? Don’t you get us yet?” You move a bit slowly doing this but no task seems to take you more than 30 minutes if you all pitch in. By the time you get to the inner city gates you’ve all had a good workout for the day. While you haven’t gotten any tips for your work, you all have had plenty of food and extra fur cloaks given to you, especially Asher. Everyone seems quite worried about him walking about so scantily dressed and are constantly trying to cover him up, regardless of his objections. Some of the fur cloaks he are given are of pretty fine make (a total of 100gp worth of furs if he keeps them and does the work). Thokoli leads you all into inner Holyar. You are met by members of the Holyar nobility. They great you sternly, but fairly. After a short time you realize that despite their claims of egalitarianism, the Shuror do have a sense of elitism that run through their culture. Thokoli and his family are largely regarded as backwoods nobles of a small estate, and the summoning of Auril to the prime material plane is considered to be some amatuer mistake caused by mismanagement of resources on the behalf of the Lighthorns. However, the royal families of Holyar (House Redback, House Honorhand, and House Snowborn) seem committed to helping solve the problem.  Order of the Phoenix After several days of study, you manage to uncover information about the Order of the Phoenix. They are a monk order, and their people seem to be to the north of Shevorth in the swampland of Kaleth, just a couple weeks travel (if done correctly). [For the record, the Order of the Phoenix monks were pre existing in this setting in this exact geographic location]. Kaleth, claimed by the bronze dragon Kaleth, is a swamp realm where brigands, pirates, warriors, and murderers go to finally make peace with their pasts and help refugees from any who can make it there. Across the harsh swamp realms, warriors have come to give up their arms and learn from those willing to teach. While several monk orders exist in Kaleth, none is more esteemed than the Order of the Phoenix who teach renewal, tranquility, and rebirth. If the party is to seek any guidance, it would be there.
Couple questions/comments while im looking from my phone: 1) Did the people we passed or anyone react to cuchulainn? 2) Did I have any time during travel to do some training with cuchulainn? (Or are you going to handle this in game?) Also, can I have advantage on my animal handling rolls to train cuchulainn by using speak with animals and/or animal friendship to assist? 3) While we are making our way through the streets and Thokoli is stoping to help people, Bardman wohld be cheerfully assisiting.  Once they got going, he would be almost competing with Thokoli to try to find people to help first. he would also be grinning.  He would be more openly happy than the others have seen him since before they were captured by Corrive. They saw some of this kind of thing in Rognah, but not to this extent, and not in such a large city.  Combine that with the bard colleges, and the stages for performance, as far as he is concerned so far, this is the best place ever.  He would be stopping to talk to people here and there as he could, asking about the city, the people, and if he knows or hears about them, the entertainment district and the bard colleges, and also just generally friendly chatting.  If people overly reacted to him or seemed starstruck by him, he would play it down, saying he's only doing he duty to the people and to his God, and just trying to contribute to the general good, as is the custom here. if he found out about the performance stages he would ask Thokoli if they could go see them.  If they did pass by them, he would excitedly ask Thokoli for permission to play and sing for a few minutes, and if there were any other musicians/bards performing, he would hope to play together and 'trade songs' (teach each other songs that the other doesn't know.  He's from pretty far away, and doesn't know any dwarvish music, so it' likely they'd have something to trade). If he learned any new dwarvish songs, he'd kind of fiddle with then as they walked on, and ask Thokoli to translate for him and help with his pronunciation.
1515362701

Edited 1515362982
MrValor
Pro
Marketplace Creator
"1) Did the people we passed or anyone react to cuchulainn?" As long as he remains well behaved, no one reacts with any hostility, but maybe some with curiosity. "2) Did I have any time during travel to do some training with cuchulainn? (Or are you going to handle this in game?) Also, can I have advantage on my animal handling rolls to train cuchulainn by using speak with animals and/or animal friendship to assist?" After rereading those spells, Animal friendship doesn't help because Cuchulainn is already not hostile. I will say that speak with animals will speed up how long it takes for Bardman to actually train him since he can communicate more complex ideas to the world with no confusion. But no automatic advantage. Let's look at those tricks. I'm putting times that I think would make it a permanent and strong trick. The times do not include the bonus I'm giving, so assume 1/2 these times. Keep in mind, I'm not an animal trainer but here's my best crack at it. Basic obedience training. (Heel = come to me, Hide = find the nearest place to hide, Freeze = stop moving and remain motionless) Time: 40 hours Roll: Animal Handling DC 15 (higher than normal b/c it is a dire wolf and not a dog or other domestic creature) Other Stipulations: None Recognize myself, Helios, Asher, and Alaise, as pack members, and recognize their names (Nuggle, Reeta, and Gilia are stretch goals). Time: 20 hours Animal Handling DC 15 Other Stipulations: Requires 5 hours of time from each person interacting with Cuchulain. Each person, except you, must make a DC 5 Animal Handling check to make sure they don't do something to alienate or upset him. Anytime a fight starts, I want him to hang back or move away from the fight, and hide, but stay close enough to hear me if I shout a command, and see where the pack members are, if possible. If attacked, he is free to behave as instinct tells him. Preferably loudly. Time: 40 hours This is a more complex scenario, but is closer to doing what he would naturally already do, so Animal Handling DC 15. Other Stipulations: You will need not only the party, but additional actors to help "create" this type of scenario. Skilled hirelings cost 2 gp per 8 hour day, unskilled hirelings cost 2 sp per 8 hour day. Unskilled hirelings can be used for "enemies" in combat scenarios, but those testing Cuchulain's "if attacked, he is free to behave as instinct tells him" will need to be skilled hirelings (else you risk the death of unskilled hirelings). This whole thing can be played out by the party, but is going to take much longer without immersing Cuch in a realistic situation. You can also try to teach him during actual combat, as it happens. If I shout to him “Coo, bring XXXX” where XXXX is an incapacitated pack member, I want him to go to said person as safely as he can(move around people, disengage if necessary, etc.), and drag them to me, and then back off from the fight again. If he is attacked while doing this, he is not to fight back, but to continue as commanded. Time: 60 hours Animal Handling DC 20. Stipulations as both above tricks, requires access to the party members and people to help. If I tell him “Coo, find XXXX” where XXXX is a party member, he will lead me to said party member, tracking them if necessary. Time: 40 hours Animal Handling DC 20 Other Stipulations: Requires 5 hours of time testing and using help from the other party members. If I tell him or shout “Coo, Scare” I want him to sneak up behind the next person I walk up to and talk to, and growl at them when I give a discreet hand signal or if they spot him. Time: 40 hours Animal Handling DC 20 Other Stipulations: None. As a part of this trick, you also teach Cuch to growl on your command (that part is only 10 hours and the DC check is just 10) Edit: I forgot this last part. If you fail a roll by 5 or less, you can spend have to the time and requirements to try again. If you fail a roll by 6 or more, you have to repeat the process. If you fail a roll by 15 or more, it just isn't a trick that Cuch can understand or fathom at the moment, maybe try teaching him other stuff and then come back to it.
1515371250

Edited 1515371512
MrValor
Pro
Marketplace Creator
Thokoli on Traveling through Umbaroth to Kevorth “Umbaroth is an interesting place. One of the largest known realms, their ruler is a cruel and ancient blue dragon. Believed to be one of the oldest dragon lords, next to possibly Shrave who is rumored to be upwards of 1800 years old, Umbaroth is rumored to be around 1500 years old. In his eldest years, Umbaroth’s iron and deadly grasp on his realm has become lax of the last few centuries, according to our history books. Umbaroth is expansive. I’ve been there a few times. To the west of Umbaroth is an evil land known as Eridizar, also called the “Veil of Fiends.” Umbaroth is in a constant war against the evil of Eridizar, once a part of Umbaroth but was claimed by a younger dragon using fiends from the outer planes to give it strength but a few hundred years ago. To the southwest is the magocracy of Barioth, run by wizards who are mostly good. Beyond it’s borders far to the west are some good lands of Loivissa and Tebinth. I’ve never been to those but friends of mine have met their diplomats and told me of them. They sound interesting, but good nonetheless. If our goal is to get to Kaleth through Umbaroth, it shouldn’t be a tough mission, but it’ll be a trek. If we can use Holyar’s under-roads which are much better patrolled than ours around Rhohghnah, we should be able to make it into Umbaroth within 3-4 days. From there, I’ll have to navigate all of you through the desert to Kaleth. Northeast Umbaroth is facing the no-man’s land in between Girkchar and Umbaroth. The forested and frosted hills in Umbaroth are homes of brigands, squatters, refugees, but mostly of monsters. The forces of Northwest Umbaroth are prepared for the inevitable invasion by Girkchar one day and are prepared with walls and siege weaponry, but are mostly peaceful to outsiders willing to enter Umbaroth and spend coin. Unlike Shevorth, Umbaroth is mineral poor, food poor, water poor, and in general just poor. The only the thing they have going for them are plethora of strong-willed individuals willing to spend their lives eeking out their existence in such a harsh environment. Unlike even Indra which at least has… He stops and looks at you. Anyways, Umbaroth is both vast and brutal. We’ll just be cutting across a very small section of it. When we do so we need to wear these brown cloaks. We don’t have to stealth. Any guards, brigands, or scouts we encounter shouldn’t be much of a match for us. We can pay them in coin to pass pretty easily, and in Umbaroth the monsters who lurk there are much more dangerous than the people we might have to fight. Kaleth concerns me a bit more. Kaleth is a northern swamp land. Frigid cold and frozen in the winter, boiling hot and humid in the summer with deadly insects and other wildlife who can manage to bury themselves deep enough in the mud to hibernate and survive winters. While their serpents and insects don’t match the variety of Vinarr, the ones they do have are deadly. Kaleth is run by monks. Surrounded by Umbaroth and Girkchar, the only reason they’ve never been taken over is that no one really wants the territory. The land has few natural resources to be had, aside from a horribly wretched swamp that’s impossible to get around in. It’s a death trap to skeletons and zombies who try to invade from Girkchar. Lord Kaleth and Lord Kevorth and brother and sister bronze dragons. Lord Kevorth, maybe lady Kevorth who the hell knows works with the elves in the far northwest beyond Girkchar. Anyways, Lord Kaleth has this land that’s his. But it’s all swamp and whatnot. He likes the sea like any good bronze dragon and just lets people settle there. One day a pirate ship of a famous pirate shows up trying to board the ship of some refugees trying to make it to Kaleth. Lord Kaleth knows this and has a bit of a problem with it. When he jumped on board with full dragon form, snarling and whatnot, the pirate lord was handing his sword, crossbow, and all of his possessions to the refugees. This pirate was a half orc named “Phoenix from the Ash”, a notorious rogue. He had heard that over the years monks from Kevalth had come to Kaleth to help the refugees, and he had brought not only his own ship, but his fleet who wanted to give up their pirate ways and enter a life of humility and learning. That was four hundred years ago. A lot of dragon lords staked their claims about 500 years ago or so. The entire know realm was hit by a pretty harsh war after a white dragon turned out to be a powerful elven-mage named Demure. Don’t worry, Demure has long since been erased from existence. But there’s other such creatures out there.” Thokoli stops and thinks for a second. “Oh yeah. Don’t get in a bar brawl in Kaleth. They are accepting of outsiders and refugees, but only those who seek help and sanctuary. They meet brute force with brute force. The only thing that will buy us good will there is humility and generosity. Many of their monks are retired warriors, pirates, and brigands. If you are looking for the Order of the Phoenix, they will be found in Kaleth, but finding the right person to talk to is going to be difficult.”