FLAURMONT 1, AC 1014: Stories of Heroes Spread
Location: Sind. KW
Description: Word spreads throughout the mumlykets of Gunjab,
Sindrastan, and Peshmir about the siege at the monastery of
Gareth. The Sindhis of the region begin to see Sitara and Anand
as heroes who are trying to oppose the Huleans, and begin
praising their courage. (See Va 25, Th 16; Fl 10, Fl 14.)
What This Means: Although originally the intent of the siege
was to stop the blasphemy of the priests of Gareth, that notion
is soon forgotten by the people of Sind who now view it more as a
Sindhis against Huleans confrontation. Instead of trying to
discredit Sitara and the others as the Rishiyas had hoped, they
are turning popular opinion on their side.
FLAURMONT 1, AC 1014: Super-Hard-Ball Tournament Begins
Location: Ionace, NACE. KW
Description: All teams that have qualified arrive on Ionace
today. The 17 teams will meet each other in the Super-Hard-Ball
stadium; the final will be held on Flaurmont 28 between the two
best teams. (See Va 1, Th 17; Fl 28.)
What This Means: When the Super-Hard-Ball tournament was
created, there has been some arguing within the Council as to
whether it was to be held in a different member state each year
or on Ionace. It was decided that there were too many member
states to use the round-robin method, and that tourism could help
developing Ionace.
FLAURMONT 3, AC 1014: Great Migration Commences
Location: New Kolland, Glantri. KW
Description: Hool's Great Migration sets out today, now that
the passes are mostly clear of snow. To his surprise, he is
greeted by the sight of Nizam-Pasha and his gnollish hordes.
Nizam has thought over Hool's proposition, and decided to join
the expedition. Hool accepts, and the two tribes set out
together. (See Nu 1; Fl 20, Fl 24.)
What This Means: In a meeting with his advisors a few weeks
ago, Nizam fell into a trance and proclaimed he was the voice of
Ranivorus, gnollish patron. He then commanded the gnolls to join
the expedition. When he awoke, Nizam's advisors told him of the
phenomenon, and they immediately began to prepare for the
journey. Ranivorus has found out about Wogar's plans and has his
own vile purposes for retrieving the Blue Knife.
FLAURMONT 7, AC 1014: Forts Surrender
Location: Eastern forts, Verdan, Esterhold Peninsula. KW
Description: The commanders of the forts protecting Verdan
from the Jennite tribes, now under siege by Alphatian troops for
more than two weeks, decide to surrender. Since the Jennite
tribes have been driven active in the region - thanks to
Broderick himself, who didn't think this would be useless - the
forts remain manned as usual, though authority passes to the
Alphatians. Most of the men that are no more needed here are sent
north to Faraway to help in the taking of the city. (See Th 20,
Th 25; Fl 18, Ya 11.)
FLAURMONT 10, AC 1014: Blasphemers Captured
Location: Monastery of Gareth, Khurish Massif, Sind. KW
Description: The Huleans, now backed up by mages and their own
priests of Bozdogan, breach the defenses of Sitara and Anand and
capture the temple of Gareth. Five apprentices are killed in the
fighting, while the rest are all taken prisoner by the Huleans.
(See Th 16, Fl 1; Fl 14, Fl 21.)
FLAURMONT 10, AC 1014: War Declared on Humanoids
Location: Soderfjord, Soderfjord Jarldoms. KW
Description: Pressured by his various Jarls, King Ragnar once
again leads his men into the Hardanger Mountains to chase out the
humanoids that have been harassing his people for the past couple
of years.
In addition to his normal army, several bands of mercenaries
and adventurers march into the mountains as well, hoping to get
their share of the 1,000,000 gp offered in bounties in the
Humanoid Defense Fund established by the Nordhartar Defense
League (JA, Sviftmont 28, AC 1013).
Finally, Vestland has also begun to coordinate attack plans
with Soderfjord as they too are being harassed by orcs (instead
of Kobolds) and it would be best for both nations to be rid of
all humanoids.
This time, they march straight for the Falun Caverns which
where discovered two years ago by his scouts (PWA3, Eirmont 26,
AC 1012) but he had never been able to attack because of the
constant raid and harassment between the kobold and human armies
last year. (See Fl 25, Ya 8.)
What This Means: This is basically a straight-forward human
vs. goblinoid military campaign by the men of the Soderfjord
Jarldoms. Ragnar, having lost many men and battles in the
mountains the past couple of years, had hoped to end the fighting
before losing more face to his people, and hence helped establish
the Humanoid Defense Funds. But it was too late; he had already
lost the respect of several Jarls when he withdrew and declared
the war over. Determined to prove once again that he is a great
warrior, he leads for the third year in a row another army up
into the mountains to find and defeat the kobold horde.
FLAURMONT 11, AC 1014: Skirmish in Orclands
Location: Orclands, Darokin. KW
Description: While on a routine patrol today, two legions from
Fort Nell encounter a large force of goblinoids in the
southeastern spur of the Dwarfgate Mountains. The two forces
clash, and the goblinoids are driven back into the mountains.
(See Ya 1, Kl 5.)
What This Means: The Orclands of Darokin have been quiet for
many years now. It was presumed that there was a civil war going
on between the trolls of C'Kag and the orcs in the area. This
goblinoid incursion has put Fort Nell on the alert that the
Orclands may be active once more.
In truth, the situation is far worse than they know. Last
year, four goblinoid leaders - King Alebane, Hutai-Khan,
Moghul-Khan, and General Tlatepetl - and their minions, all
refugees from shadow elf activity in the Broken Lands, decided to
move into the Orclands. After a year or so of steady fighting,
they managed to bring the native tribes in the region under their
control. The four leaders have formed a loose alliance that
will prove to be a menace to the already harried Darokin in years
to come.
FLAURMONT 12, AC 1014: Out of the Desert
Location: Eastern Maghala Kimata Plains, Davania. KW
Description: The Karameikan Polar Expedition finally reaches
the northern edge of the Arypt Desert. They enter the Maghala
Kimata savanna and proceed to look for food and water to
replenish their supplies. (See Th 18, Th 22; Fl 25, Fl 28.)
FLAURMONT 13, AC 1014: Prison Break
Location: Borydos Island, Empire of Thyatis. KW
Description: A party using powerful teleportation magic breaks
into the prison facilities of Borydos and manages to release all
the prisoners. After massive chaos, all the prisoners are
recaptured (dead or alive) by the guards and brought back to the
prison. A head count reveals that 5 prisoners are missing, and
none of those who broke into the prison have been found either.
FLAURMONT 14, AC 1014: Company of the Bear Finds Antidote
Location: Huptai Territory, Yazzak Steppes. SC
Description: The Company of the Bear, a group of dwarven beer-
drinking myrmidons from Harstal, conquer a Huptai camp at the
eastern end of their territory. From the captured shaman, they
manage to obtain a couple dozen vials of a foul-tasting green
liquid which supposedly protects the goblins from the flowers of
the Field of Dreams. They quickly rush back to Eusdria with
their important find. (See Va 25, Th 3; Fl 20, Fl 28.)
What This Means: The Company of the Bear (majority are
dwarves, but some humans and elves are present) have always had a
jealousy toward the Knights of Eusdria as the honorbounds have
always been the favorite of the King. Therefore, the mercenary
company of myrmidons decided to take care of the goblin problem
themselves just to upstage the Knights.
The Company therefore marched through the Confederated Kingdom
of Robrenn (in small groups to avoid causing problems with the
local rulers), regrouped along the River Lugdumna and then
marched into the goblin territories. Their logic was that if
they could destroy the goblins from behind, there would be none
left to face them back in Eusdria. With the unexpected discovery
of an antidote to the amber lotuses, they have decided to return
home with the find.
FLAURMONT 14, AC 1014: Prophets Imprisoned
Location: Raneshwar, Mumlyket of Gunjab, Sind. KW
Description: Sitara Rohini, Anand Brishnapur, and the
surviving members of the monastery of Gareth arrive, under heavy
guard, at the town of Raneshwar at the foot of the mountains.
They are locked up in the local dungeon for the night. (See Fl
1, Fl 10; Fl 21, Kl 5.)
FLAURMONT 18, AC 1014: Verdan Surrenders
Location: Faraway, Verdan, Esterhold Peninsula. KW
Description: The troops pinned in the royal palace in Faraway
discover that King Nicodemus has fled the palace by an unknown
mean, probably magic or a secret exit. Without their leader, and
with their supplies running low, they decide to surrender to
Commander Broderick. (See Th 25, Fl 7; Ya 11, Ya 23.)
What This Means: Broderick has neutralized all pockets of
resistance in the meanwhile, and this surrender means he is in
complete control of the land. He sends most of his troops back
home, to their respective countries.
Nicodemus is on the run, and no one knows what happened to
Xanthus when his skyship crashed, or even if he was on board.
FLAURMONT 20, AC 1014: Misunderstanding in Robrenn
Location: Barony of Nemausa, Robrenn. SC
Description: The Company of the Bear, on its way back to
Eusdria, rushes through the land of Robrenn. There, they are
confronted by the local military and a confrontation ensues. It
takes several hours before a parlay and truce can be declared.
Once the Company of the Bear manages to state that they merely
wish to get home as soon as possible because they have found an
antidote against the amber lotuses, Baron Calturix lets them pass
through his lands under escort of his own army. He warns the
leader of the Company of the Bear to respect Robrenn's borders
from now on, stating that he is only being generous because of
the dire situation Eusdria is currently in. (See Th 3, Fl 14; Fl
28, Ya 7.)
What This Means: Although Eusdria and Robrenn are allied
together against the goblinoids, they are still not nations at
peace. Armies cannot cross the borders with impunity, and the
Baron of Nemausa was perfectly right to defend his lands against
the Company of the Bear.
FLAURMONT 20, AC 1014: Fort Lakeside Besieged
Location: Fort Lakeside, Darokin. KW
Description: After a few arduous weeks of travel through still
heavily snowed in mountain passes, the Great Migration reaches
Fort Lakeside, on the shores of Lake Amsorak. In the raid that
ensues, Hool's forces are driven back into the mountains, but
cause severe damage to the fort and its surrounding town. (See
Nu 1, Fl 3; Fl 24, Ya 8.)
What This Means: Hool would have preferred to avoid Lakeside,
but his forces were hungry and restless for action. Fort Lakeside
has never fully recovered from damages it sustained in AC 1006
when the meteor hit Glantri, but the legions were thankfully on
the alert due to raids in the area in Ambyrmont of last year (see
JA). The troops at the newly constructed Fort Highlake are
alerted as well. Hool will be harassed by Darokin troops as
long as he remains nearby.
FLAURMONT 21, AC 1014: Prophets Freed
Location: Mumlyket of Gunjab, Sind. KW
Description: In the hills between Mahasabad and Palkat, the
unit escorting Sitara and the other prisoners is attacked by a
horde of bandits. The outlaws make a strike for the chain of
prisoners, free them, and then rush back into the hills with
their new allies. (See Fl 10, Fl 14; Kl 5.)
What This Means: The bandits are a group of Freedom Warriors
who desire to overthrow the Huleans in Sind and return the nation
to the Sindhis. Chandra ul Nervi, the secret leader of the
Freedom Warriors, however, did not order their escape. Local
members of the rebels heard the stories of Sitara and Anand's
bravery at the monastery of Gareth and decided that they had to
free such loyal members of their cause.
FLAURMONT 24, AC 1014: On the Move Again
Location: Amsorak Mountains, Northern Darokin. KW
Description: Having been alerted to the approach of troops
from Fort Highlake, Hool and his army set out once more, this
time to the west. The expedition will stick close to the Amsorak
Mountains as they make their way along. (See Fl 3, Fl 20; Ya 8,
Kl 2.)
What This Means: Hool's small army (about 3,000 strong) cannot
stand long against an organized Darokin resistance, so he is
moving towards the Sindhi/Darokin border. He hopes that the
Sindhi are less organized, so as to continue his trek southwards
with a minimal amount of risk. Also, he is aware of the humanoid
population in the Sind region of the Amsorak Mountains, and hopes
to encourage some of them to join him.
FLAURMONT 25, AC 1014: Gnollheim Ransacked
Location: Soderfjord Jarldoms, Northern Reaches. KW
Description: The forces of Ragnar enter the hills of the area
called Gnollheim and invade in force several of the small gnoll
communities, crushing the outnumbered defenders. (See Fl 10; Ya
8, Ya 12.)
What This Means: The gnolls of Soderfjord have been allied
with the kobolds of the Hardangers for the past couple of years.
Ragnar intends to crush all the humanoids and eliminate any
possible aid the kobolds might receive.
Some of the gnolls escape and warn their forces in the
Hardangers to prepare for the humans again.
FLAURMONT 25, AC 1014: In the Jungle
Location: Jungle Coast, Davania. KW
Description: The Karameikan Polar Expedition reaches the inner
edge of the jungle that covers the entire Jungle Coast. (See Th
22, Ya 12; Fl 28, Ya 3.)
What This Means: The jungle is the first sign that the
Karameikans are getting close to their goal. Beyond the jungle
lies the coast to the Sea of Dread, and from there, a way to
Raven Scarp and finally home.
FLAURMONT 27, AC 1014: Hunt for Thar Begins
Location: Rhoona, Vestland, Northern Reaches. KW
Description: Forces of Vestland gather in Rhoona and march
into the Makkres Mountains, intent on defeating Thar and his
horde before it gets too much out of control. (see Ya 23, Fe 24.)
FLAURMONT 28, AC 1014: Super-Hard-Ball Final
Location: Ionace, NACE. KW
Description: All teams, including those from Karameikos (the
Mirros Knights) and Aeria (the Featherfall Plumes), fought great
matches during the whole month. All Council members and
ambassadors, as well as many nobles and commoners alike, assist
today to the final of the Super-Hard-Ball between the teams of
the Aquas Seahawks and the Coppertown Red Skins of Dawnrim. After
a long, disputed match, the Seahawks prevails. (See Th 17, Fl
1.)
What This Means: This first season of Hard-Ball was a real
success.
FLAURMONT 28, AC 1014: A Tabi Clan
Location: Jungles of the Jungle Coast, Davania. KW
Description: The Karameikan Polar Expedition encounters a
family of tabi which spies on the party, goes through their
equipment, and basically annoys and harasses them despite their
good intentions.
The group moves on, followed by one of the tabi called Taxla.
The Karameikans try to convince Taxla to go home as they do not
like his excited and curious behavior (nor the stench of tabi),
but Taxla refuses and follows them anyways from in the trees
above. (See FL 12, Fl 25; Ya 3, Ya 25.)
What This Means: Taxla is just an ordinary young tabi who is
going through a phase of curiosity and adventure like the young
adventurers of all races. He has decided to follow these
strangers as they seem interesting.
The tabi are described in better detail in PC2: Top Ballista,
including game statistics for them as PCs in the D&D game. AD&D
stats are given in the Mystara Monstrous Manual, but there are no
rules for using them as PCs in AD&D.
FLAURMONT 28, AC 1014: Company of the Bear Meets the King
Location: Othmar, Kingdom of Eusdria. SC
Description: The Company of the Bear arrives at the capital of
Eusdria where they quickly hand their antidotes against the amber
lotuses to the King. The King honors the Company of the Bear for
their bravery and dedication to Eusdria. (See Fl 14, Fl 20; Ya
7, Kl 3.)
What This Means: King Sigismund III immediately charges his
best clerics to discover how the green antidote works and
possibly how to make more of it. The elven King believes that he
will finally be able to strike back at the Huptai hobgoblins.
YARTHMONT 1, AC 1014: New Enemies
Location: Fort Nell, Darokin. KW
Description: A large force of goblinoids, under the joint
command of Tlatepetl and Hutai-Khan, makes its way along the
northern tip of the Canolbarth forest today, in an attempt to
sneak up on Fort Nell.
Much to their surprise, they stumble across a force of shadow
elves in the region. In the ensuing battle, the smaller army of
shadow elves is routed, but not before causing sever damage to
the humanoid army. After much debate, the humanoids return to
Orclands to lick their wounds. (See Fl 11; Kl 5, Fy 2.)
What This Means: Tlatepetl is carefully assessing the
strengths of his neighbors on the surface, and acquainting
himself with the ways of life aboveground. He coordinated this
attack on Fort Nell with Hutai-Khan for that purpose, but he
little expected to find shadow elves camped on his very doorstep!
YARTHMONT 3, AC 1014: Bogdashkan Orcs
Location: Bogdashkan tribal lands, Davania. KW
Description: The Karameikan Polar Expedition is viciously
attacked by a war-party of jungle orcs. The two groups come to a
stand-still and fall back to regroup. (See Fl 28, Fl 25; Ya 25,
Ya 27.)
What This Means: The Karameikans have just entered the tribal
lands of the Bogdashkan orcs. The orcs will continue to harass
and attempt to kill them as long as they remain in their
territory, which will be for about the next 10 days. The
Karameikans will therefore be on continuous guard and be rather
exhausted as the orcs obviously have the superiority in numbers
and can afford to attack in waves.
Luckily, the party's priest can cast neutralize poison to
counter the effect of the blow gun needles that the orcs are fond
of.
YARTHMONT 7, AC 1014: Schattenalfen Look Toward the Traldar
Location: Issarthyl, Schattenalfen Caverns. HW
Description: Queen Catriata declares that the Schattenalfen
will be concentrating their attacks on the Traldar. The
military is to prepare an attack on the city of Coresco. (See
Nu 15, Th 5.)
What This Means: It has come to the attention of the
Schattenalfen that Traldar raids against them, as well as
incursions into their territory has increased dramatically.
Queen Catriata believes that these are signs of an imminent war
or invasion by the Traldar. She therefore desires to strike
first.
King Tiradon did indeed try to raise an army for such a
purpose last year, but failed. Groups of heroes instead took
off on their own to recover the ancient artifact that the
Traldar never really knew about until late last year.
As a side effect of the relocation of the Schattenalfen
troops, the Azcans now have a break in which they can try and
rebuilt Tempocatliotl.
YARTHMONT 7, AC 1014: Flowers Reach Lorsa
Location: Castle of Lorsa, Eusdria. SC
Description: The amber lotuses reach as far south as the
Castle of Lorsa. The Knights of Eusdria evacuate, letting the
goblins take over the castle. (See Fl 20, Fl 28; Kl 3, Fe 9.)
YARTHMONT 8, AC 1014: Chandbali
Location: Ruins of Chandbali, Sind. KW
Description: Hool's Great Migration comes pouring out of the
mountains and settles in the ruined village of Chandbali (it was
destroyed by the meteor crash in AC 1006). Their presence is
noted by the mage Rohan Kalkiin, whose tower is located nearby.
Hool, unknowing, gives praise to Wogar for their luck thus far.
(See Fl 20, Fl 24; Kl 2, Kl 22.)
What This Means: Hool got out of Darokin with few losses, but
he won't stay unnoticed in Sind. Rohan Kalkiin is the son of the
Rajah of Nagpuri, and is likely to inform his father of the
humanoid presence. Hool may well find himself having to fend off
the entire Mumlyket of Nagpuri - a force much stronger than his
current army!
YARTHMONT 8, AC 1014: First Contact With Kobolds
Location: Hardanger Mountains, Soderfjord Jarldoms. KW
Description: Ragnar and his men encounter and skirmish with
the first kobold and gnoll defenders in the Hardanger Mountains
south of the Great Marsh. After many little battles, neither
force seems to have greatly affected the other. (See Fl 10, Fl
25; Ya 12, Ya 16.)
YARTHMONT 11, AC 1014: Council Discusses on Verdan's Future
Location: Ionace, NACE. KW
Description: The Council of the New Alphatian Confederate
Empire discusses on the future of Verdan. They think they should
name a Jennite king to rule the country, since an Alphatian would
probably be viewed with suspicion, or even hostility by the
natives. Unfortunately, the rebels have never been much organized
there, and there is no obvious strong leader.
King Favian of Blackrock then comes up with an interesting,
though unusual, alternative: He proposes to regroup all of the
territories of the Esterhold Peninsula into a single state, the
Republic of Esterhold, which would be governed by an elected
ruler. Modeled somewhat after the Minaean goverment to the
south-east, it would be composed of provinces, each with an
elected governor, who elect the president. Elections could occur
every six years; when there is a tie for the naming of the
president, the Council decides. The governor would be the ruler
of his own province, and the president would decide on matters
concerning the republic as a whole, or for events involving more
than one province, the Council or territories outside the
provinces. The Council decides to take the time to ponder about
this proposal and to come to a conclusion during another meeting.
(See Fl 7, Fl 18; Ya 23.)
YARTHMONT 12, AC 1014: Ragnar Dealt Hard Blow
Location: Hardanger Mountains, Soderfjord Jarldoms. KW
Description: The forces of Ragnar are thrown into chaos as
Psa'gh's kobolds cause an avalanche to destroy the men of the
Northern Reaches. Once more, Ragnar is forced to watch as
several dozen warriors are crushed to death. (See Fl 25, Ya 8;
Ya 16, Ya 28.)
YARTHMONT 12, AC 1014: Elven Truce Broken
Location: Canolbarth Forest, Aengmor. KW
Description: During a talk between the shadow elves and elves
of Alfheim over the magic influencing the forest, a shadow elf
assassin attempts to kill Tree Keeper Jorodrin Feadiel. The
forest elves retaliate and about a dozen are wounded and/or
killed on both sides before the elves of Alfheim manage to
retreat and lose their pursuers. (See Th 12, Th 27; Ya 19.)
What This Means: The shadow elves had nothing to do with the
assassination attempt. It was actually an elf of Alfheim using
his magic to impersonate a shadow elf who fired the arrow at the
Tree Keeper. The elf, a member of the Alfheim Avengers,
purposely missed as he did not want to kill one of his own. The
whole event was to make it look like the shadow elves cannot be
trusted and to polarize the opinion of the surface elves against
the Shadow Elves. It seems the attempt worked.
YARTHMONT 13, 1014: Gaity in Chaos
Location: Gaity, Alatian Islands. KW
Description: Gaity goes into a complete state of chaos, as
most of the petty barons compete for more land, and eventually
for the kingship of the island. There is much political intrigue,
assassination attempts, wars, and more between the ex-Thyatian
dominion rulers. Neither Thyatis - which has troops stationed on
nearby Aegos - nor the New Alphatian Confederate Empire,
intervene.
What This Means: Since the island has been granted
independence from both Thyatis and Alphatia by the Isle of Dawn
Treaty, the country has always been in a state of chaos.
Escalation happens today, as a baron military attacks his
neighbors and declares himself king.
What the PCs Can Do: If the PCs have been granted dominion on
the island when it was part of the Thyatian Empire, they can't
avoid being involved in the events. They can even become the
undisputed leaders of Gaity, but that shouldn't happen before
they lead their armies to successful wars.
YARTHMONT 14, AC 1014: Knightly Pride and Arrogance
Location: Freiburg, Heldannic Territories. KW
Description: Lenard Doverson, an adventuring priest of Vanya
from Thyatis, is arrested in Freiburg for heresy against the
Heldannic Knights and Vanya. At his trial in the Star Chamber,
he denounces everything the Knights stand for and says that they
have lost the true meaning of Vanya, which is to conquer, not to
persecute and enslave. The man is executed for such blasphemy,
as "only the Heldannic Knights know the true will of Vanya."
Afterwards, throughout the Territories, the Knights' spells
and magic begin to fail. Many Knights are stripped of their most
powerful spells, while some even lose all their spell-casting
abilities. Even their famous Heldannic Warbirds lose power and
are forced to land; their magical artifacts cease to function as
well. (See Th 17; Fe 7, Ei 23.)
What This Means: Vanya has always been the patroness of War
and Conquest, and she has upheld the Heldannic Knights as her
favored as they were always ready to seek glory in battle and
war. Yet last year, when the Knights turned inwards rather than
to continue conquering, and started their persecution of others,
Vanya was dismayed. She gave them leeway as it is the right of
the conquerors to dictate how the conquered will behave, to gain
time to rest and gather troops/intelligence, as well as to bring
new followers to her flock of worshippers. But then many of the
Knight Lords began using the Inquisition as means of disposing
of their rivals and gaining more lands/money/power rather than
for her glory. She has been disappointed ever since, and the
execution of one of her own faithful priests trying to return
them to the path of conquest was the last straw. The arrogance
at the trial of declaring that only the Heldannic Knights know
her desires have cost most of them her blessings, as well as the
magical support they once had.
YARTHMONT 16, AC 1014: Siege of Falun Caverns
Location: Falun Caverns, Hardanger Mountains.
Description: Ragnar and his men reach the Falun Caverns and
encounter the horde of kobolds ready to defend it. After a long
and bloody battle, the humans manage to win the field as the
kobolds flee back into their caverns. The forces prepare
themselves for a siege. (See Ya 8, Ya 12; Ya 28, Kl 23.)
YARTHMONT 18, AC 1014: Clash at Sea
Location: Gulf of Hule. SC
Description: Ships of Zvornik clash with merchant ships of
Slagovich, plundering all their cargo, then sinking them at sea.
(See Th 12; Ya 24, Kl 7.)
What This Means: Zvornik is again seeking to claim dominance
to the area, and is starting by destroying the ships of its
rivals, such as Slagovich.
Slagovich will naturally retaliate by handing out letters of
mark against the ships of Zvornik.
YARTHMONT 19, AC 1014: Elves Escape Aengmor
Location: Aengmor/Darokin Border. KW
Description: After a week of fleeing and a few skirmishes with
shadow elf soldiers, the elves of Alfheim manage to escape the
Canolbarth forest and return to safety in Darokin. Jorodrin is
stunned and cannot believe the shadow elves acted in such a way,
yet he cannot deny what happened either. He starts making plans
to return to King Doriath in Wendar to inform him what has
happened. (See Th 27, Ya 12; Sv 12.)
YARTHMONT 20, AC 1014: Wanderers Make Plans
Location: City of Aengmor, Lower Broken Lands. KW
Description: Kanafasti and the Wanderers believe to have found
a way to stay in Aengmor while maintaining the Way of Rafiel;
they intend to raise the city of Aengmor to the surface world,
where they will claim a new way of Rafiel shall be born.
Abandoning the deformed and the old was correct underground, as
only the strong could survive in that harsh land, but on the
surface world such events need no longer occur. They hope that
they can start a more caring religion of Rafiel in their new town
on the surface. Kanafasti and the Wanderer mages immediately
begin the research for such a powerful magical spell. (See Fy 2,
Am 2.)
What This Means: Unfortunately for the Wanderers, the idea was
secretly brought to them by the cult of Atzanteotl. The cult of
Atzanteotl has grown as powerful as it dares with the shamans of
Rafiel in Aengmor. They intend to destroy the shamans' power by
raising the city to the surface, where their soul crystals will
be destroyed by the sunlight, and hence they will lose all
spellcasting abilities. If that were to happen, the cult of
Atzanteotl is sure they can take over Aengmor. The Wanderers, so
intent on changing the Way of Rafiel for themselves, have failed
to realize that someone else might also be trying to impose their
own religion.
The shadow elf behind everything is Xatapechtli, the
Spymaster and Feathered Serpent, his mind having been slowly
corrupted to the Azcan way of life (and hence Atzanteotl) by the
magical cloak he wears. He has been pulling the strings behind
the scenes to bring back the glory of the way he now sees as the
true way of life of shadow elves (See GAZ 13: The Shadow Elves
for Xatapechtli's stats). And even more unfortunately for the
Wanderers, he is clever and experienced enough to do it without
getting caught.
YARTHMONT 23, AC 1014: Trolls Galore
Location: Makkres Mountains, Vestland. KW
Description: The forces of Vestland encounter a horde of
trolls, and after a long fight, the humans fall back from the
vicious beasts. (See Fl 27; Fe 24, Fy 6.)
What This Means: Thar has managed to convince the trolls of
Trollheim to join his horde and sent them after the invading
humans. Still, the red orc realizes that it is only a matter of
time before the Vestlanders get past the trolls and enter the
mountains. Thar sends scouts out to find other humanoid tribes
and clans in the area and convince them to join his horde.
YARTHMONT 23, AC 1014: Council Decides on Esterhold's Future
Location: Ionace, NACE. KW
Description: The Alphatian Council approves King Favian's
proposition concerning the Esterhold Peninsula. The Peninsula
becomes the Republic of Esterhold, with a full seat at the
Council. It is composed of five provinces: The Province of
Anchorage (provincial capital: Anchorage), the Province of
Blackrock (provincial capital: Skyfyr), the Province of Marlin
(provincial capital: Port Marlin), the Province of Southrock
(provincial capital: Rock Harbor), and the Province of Verdan
(provincial capital: Faraway). The central region, composed
mainly of desert, broken lands and other badlands, is under the
direct administration of the President.
Favian Vern is named President of Esterhold until elections
can be organized, i.e. until the situation is stabilized. He is
charged with appointing temporary governors until the elections.
(See Fl 18, Ya 11; Fy 26, Am 21.)
What This Means: Once more, the New Alphatian Council has
agreed to try out one of Favian's strange ideas. The first had
to do with naming a city, and now they are trying his methods of
politics. How Favian will manage to organize elections in this
vast land still remains to be seen, however.
YARTHMONT 24, AC 1014: Hojah Enters the War
Location: Gulf of Hule. SC
Description: During a naval battle between ships of Zvornik
and Slagovich, a trade ship of Hojah is badly damaged.
Hojah, in retaliation, declares war against Slagovich. Its
ships proceed to create a blockade around Slagovich, preventing
any type of navel trade. (See Th 12, Ya 18; Kl 7, Fy 12.)
What This Means: Although technically both sides are
responsible for the damage to the Hojahite ship, Hojah has always
been on relatively good terms with Zvornik. Also, their greatest
trade rival has always been Slagovich. Add the fact that Derdren
Zvornik has promised not to attack Hojah, Margrave Hojah decided
to concentrate his forces on Slagovich.
YARTHMONT 25, AC 1014: Capture
Location: Manacapuru tribal lands, Davania. KW
Description: The Karameikan Polar Expedition is attacked, and
eventually captured by the Manacapuru tribesmen. The surviving
prisoners are brought back to their village/town (Manacapuru).
Taxla manages to avoid capture and hides in the dense foliage
of the jungle. He follows them back to their village. (See Fl
28, Ya 3; Ya 27, Kl 1.)
What This Means: The Karameikan Polar Expedition is having
trouble getting home.
YARTHMONT 27, AC 1014: Sacrifice
Location: Manacapuru, Davania. KW
Description: The Manacapuru bring the Karameikan Polar
Expedition members to their temple, where they are sacrificed to
their snake-Immortals. The Manacapuru throw them into the snake
pit at the end of the large ceremony.
Taxla watches the event from far, then moves in to see if
there is anything he can do to help.
The Karameikans discover, to their surprise, that there is no
giant snake in the pit to devour them, but rather several snake-
men, who take them prisoner. (See Ya 3, Ya 25; Kl 1, Kl 20.)
What This Means: The snake-men are Yuan-ti who have managed
to convince the primitive Manacapuru that they are Immortals and
deserve worship. The Yuan-ti manage to maintain this facade by
having as little contact with the Manacapuru as possible, thereby
preventing the possibility of them learning that the Yuan-ti are
mortal and fallible like anyone else.
The Yuan-ti use those who are thrown into the sacrificial pit
as guinea pigs to be transformed into histachii or for
reproduction. That is the fate intended for the Karameikans.
YARTHMONT 28, AC 1014: Cavern Entrance Overtaken
Location: Falun Caverns, Hardanger Mountains. KW
Description: After a few weeks of fighting, the men of
Soderfjord finally manage to break into the Falun Caverns and
claim the entrance. Psa'gh's kobolds fall back into the deeper
caverns. Ragnar's men are unable to get much farther as the
kobolds have riddled their cavern with pitfalls, traps, and
ambushes. (See Ya 12, Ya 16; Kl 23, Kl 25.)
What This Means: Psa'gh has the situation well in hand. Since
the humans already know where the Falun Caverns are, there is no
point in trying to lead them astray in the mountains. Psa'gh has
let them enter the cavern, where the humans must now split up
into small groups to get anywhere. And these small groups don't
stand a chance in the maze of traps that the kobolds have
prepared. Although Ragnar believes to be making headway into the
kobolds' lair, he is only advancing onto more and more traps left
by the kobolds.
KLARMONT 1, AC 1014: Escape From Manacapuru
Location: Manacapuru, Davania. KW
Description: Thanks to the thieving abilities of Taxla, the
Karameikan Polar Expedition escapes from the Yuan-ti temple. The
group flees into the jungle. There, they continue to try and get
to the Thyatian Hinterlands before being recaptured.
Because he saved their lives, the group decides to accept
Taxla within their ranks. (See Ya 25, Ya 27; Kl 20, KL 23.)
KLARMONT 2, AC 1014: On the Run Again
Location: Chandbali, Sind. KW
Description: While still in Chandbali, Hool's forces are
attacked by armies of the Mumlyket of Nagpuri. They are driven
back into the mountains, though they suffer few losses. (See Fl
24, Ya 8; Kl 22, Fe 17.)
What This Means: As expected, the Rajah of Nagpuri has
retaliated against the goblinoids. Hool would have moved sooner,
but for reports that a few tribes of goblinoids from the Gunjab
region were marching to join the migration. His scouts warned him
of the coming of the Nagpurians a few days ago, though, so he
sent most of his forces into the surrounding mountains. The
addition of the Gunjab goblinoids brings his army near to
5,000, but he now has to deal with how to get around the Rajah's
Mumlyket.
KLARMONT 3, AC 1014: Goblinoid Hunt Organized
Location: Othmar, Kingdom of Eusdria. SC
Description: King Sigismund III asks for a couple of dozen
brave warriors and adventurers who would be willing to risk their
lives and enter the goblin territories to find and kill the
Huptai shamans. Several volunteer for a chance at the glory, but
the King only selects the best (either through their reputation
or various competitions amongst the contenders) as the number of
antidotes he has is limited. (See Fl 28, Ya 7; Fe 9.)
What This Means: The clerics of Eusdria were unable to
reproduce the antidote to the amber lotuses. They did discover
that the antidote lasts for about a month, giving special
units enough time to accomplish any mission they are sent on.
The King and his advisors decided that the best solution would
be to eliminate any goblinoid shaman who knows how to keep the
plants alive out of their natural climate (the Field of Dreams).
Once they are gone, they should eventually die out and Eusdria
will be free of them.
KLARMONT 5, AC 1014: War in Orclands
Location: Orclands, Darokin. KW
Description: In the mountains of the Orclands, a force of
yellow orcs from Dast clash with a group of hobgoblins and orcs
from Grukk. The fighting is bloody, and there are many
casualties. (See Fl 11, Ya 1; Fy 2, Fy 5.)
What This Means: Moghul-Khan and Hutai-Khan have long been
adversaries over religious issues revolving around their patron,
Yagrai. Though few of Hutai-Khan's tribe of Hobgobland remain,
most of Moghul-Khan's yellow orcs are direct transplants from the
Broken Lands. This confrontation shows that old rivalries are not
soon to be forgotten, and serves as a reminder of just how
tenuous the goblinoid alliance is in Orclands.
KLARMONT 5, AC 1014: Caravan Raided
Location: 20 miles east of Gola Keep, Sind. KW
Description: A caravan heading for Sayr Ulan from Hule is
ambushed soon after it passes Gola Keep (on the western border of
Sind). The contents of the caravan, gold for the Hulean armies,
never reach their destination. (See Fl 14, Fl 21; Fe 6, Ei 7.)
What This Means: The Freedom Warriors have made their first
meaningful strike against the Huleans. Sitara and Anand, who
have been with them for over a month now, have been preaching to
the rebels, telling them that the time for waiting is over and
that they should act now. Anand has been teaching many of the
Freedom Warriors the arts of the Shehid Mystics, slowly turning
them into a fighting force rather than simple farmers who are
revolting. During this time, many have also come to hear and
appreciate the words of Gareth, which is the main reason Sitara
and Anand joined them; they wanted to show the people of Sind
that they can have a revolt without the help of the Rishiyas or
traditional Sindhi Immortals.
Following the traditions of the Shehid Mystics, the gold is
mostly given back to the poor of the region who have suffered
under the Hulean rulers. Enough is kept to continue to supply
the Freedom Warriors, however. Only the excess is given away.
Still, it is still enough gold to raise the public opinion of the
Freedom Warriors.
KLARMONT 7, AC 1014: Slagovich and Zvornik Declare War
Location: Gulf of Hule. SC
Description: Slagovich officially declares war on Zvornik and
sends its troops out to defeat the Zvornikians. The grounds
between the two City-States become a huge battle ground. Many
free towns, such as Budve, are destroyed by the warring
factions.(See Ya 18, Ya 24; Fy 12.)
What This Means: All sides in this battle loose many men, but
the true victims are the unallied towns crushed in the middle.
Also, any ship from any nation becomes a "legitimate" target
during the fighting, making the City-States area a very dangerous
place to visit.
KLARMONT 10, AC 1014: Birth in Imperial Family
Location: Thyatis City, Empire of Thyatis. KW
Description: There is celebration in Thyatis City as Emperor
Eusebius I's daughter is born. Eusebius names her Valentia after
the famous Empress of Thyatis that ruled the Empire of Thyatis in
the year AC 20 and held it together after Zendrolion's death.
(See Dawn of the Emperors boxed set for Thyatis' history)
What This Means: There is no hidden meaning in this event.
Of special note, Valentia seems very magically inclined and could
one day become a powerful wizardess if trained correctly.
Unfortunately, at such a young age, there are still no signs of
her potential power.
KLARMONT 15, AC 1014: Land Cleared for World Games
Location: City of Ylaruam, Emirates of Ylaruam. KW
Description: Sultan Mohammed Al-Kalim declares that a large
piece of land just outside Ylaruam City is now considered to be a
foreign quarter. It is there that the World Games will be held
in just two more months. (See Kl 26, Fe 15.)
What This Means: There are several laws in Ylaruam that
outsiders have trouble obeying, such as the law that all mages
must wear brightly colored robes which indicate that they are
mages (see GAZ 2: Emirates of Ylaruam). Because of this, Ylaruam
has foreign quarters, in which the foreigners rule, make their
own laws, and punish themselves accordingly. Within these
quarters, the laws of Ylaruam do not apply. Since the World
Games are bound to bring hundreds, if not thousands of foreigners
and infidels, the Sultan has merely assured that they will have a
place to stay and that in the games, there will be no hassels of
law or such.
The Sultan has placed the ambassador of Darokin in charge of
the new foreign quarters reserved for the World Games.
KLARMONT 20, AC 1014: Clash With the Natives
Location: Leopard-Land, Davania. KW
Description: The Karameikan Polar Expedition is ambushed by
barbarians while within the jungle. The group's magical
abilities (mages and priests) manage to defeat the attackers and
cause them to flee back into the jungle.
What This Means: The Leopard Clan attacked the Karameikans,
having believed that they were an armed Thyatian party trying to
capture their women and children and corrupt them with their
"civilization." (See Ya 27, Kl 1; Kl 23, Fe 2.)
KLARMONT 22, AC 1014: Raid on Raneshwar
Location: Raneshwar, Mumlyket of Gunjab, Sind. KW
Description: Hool's forces stage a raid on Raneshwar,
destroying most of the town, before taking off into the mountains
again. Maharajah Sarojun Sur is greatly distressed, and appeals
to Rahadirajah Chandra Ul-Nervi for help. (See Ya 8, Kl 2; Fe
17, Am 1.)
What This Means: On top of troubles with the Followers of
Gareth, now Sind must deal with Hool's Great Migration. Chandra
Ul Nervi will place this matter on the shoulders of the Hulean
occupying force, stretching their forces even thinner. The Master
is quickly coming to realize how much of a hassle it is to
continue occupying Sind.
KLARMONT 23, AC 1014: Fiends Invited to Play
Location: Falun Caverns, Hardanger Mountains. KW
Description: The defenses of the Hardanger kobolds in the
Falun Caverns suddenly collapse as kobolds seem to be fighting
kobolds. Ragnar and his men push their way into the deep
caverns. They soon discover the reason that the kobolds have now
started to flee the area; a pack of fiends are on the loose
within the caverns. The humans of the northern reach halt their
advance and fortify in the caverns they have managed to take from
the kobolds, preparing themselves for the onslaught from the
fiends. (See Ya 16, 28; Kl 25, Kl 28.)
What This Means: Thra'gh, the head shaman of the Hardanger
kobolds (see GAZ 7: The Northern Reaches), and trusted advisor
and friend of Psa'gh, was getting tired of the endless number of
humans at the entrance to the Falun Caverns. He has wasted
several decades of his life watching Psa'gh (who no longer ages
thanks to his artifact armor) simply wait for the humans to do
stupid things when he believes they could have just invaded the
humans and crush them with the power of the "Suit of Silver."
Although Psa'gh continuously insists that the humans at the
cavern entrance were under control and would simply be killed one
at a time. Thra'gh thinks that Psa'gh has finally failed.
Thra'gh therefore used an ancient ritual to summon a
greater fiend to his service to help him reclaim the artifact
from Psa'gh so he can himself lead the kobolds to victory. With
his spell, he summons a marilith (tanar'ri, true), which in terms
summons lesser fiends to help it (tanar'ri hezrou). The
fiends attack Psa'gh. Unlike the original legends of the Shining
Armor (GAZ 7, p.46), Psa'gh survives and escapes the fiends.
Instead, Thra'gh is killed by the greater fiend who breaks free
of his control. The fiends then decide to go on a rampage and
just kill everything within the Falun Caverns.
KLARMONT 23, AC 1014: The Thyatian Legion
Location: Leopard-Land, Davania. KW
Description: The Karameikan Polar Expedition encounters a
group of Thyatian Legionnaires in the lands of the Leopard tribe.
The Legionnaires are trying to capture and "educate" more of the
barbaric Leopard clan who refuse to adapt to the proper Thyatian
way.
After talking over with the unit's commander, the Karameikans
manage to get accurate directions back to the town of Raven
Scarp. (See Kl 1, Kl 20; Fe 2, Fe 4.)
KLARMONT 25, AC 1014: Fiends Vanquished
Location: Falun Caverns, Hardanger Mountains. KW
Description: The forces of Ragnar, with the help of several
priests of Thor and Odin, manage to defeat the fiends within the
Falun Caverns, banishing them back to the Abyss. Having taken
advantage of the situation, the humans manage to storm most of
the cavern and take control of the situation.
Psa'gh realizes that they are trapped, and supplies are
running low. He gives the order for the kobolds to flee the
Caverns, and they leave by other exits the humans have not yet
discovered. Psa'gh's horde regroups on the other side of the
mountain, away from the humans. (See Ya 28, Kl 23; Kl 28, Fe
12.)
KLARMONT 26, AC 1014: Tension Rises in Ylaruam
Location: City of Ylaruam, Emirates of Ylaruam. KW
Description: There are many loud complaints in Ylaruam about
the terrain given over to foreigners for the World Games. Many
believe that if foreigners come to Ylaruam, then they should at
least be civilized and behave according to the laws of Ylaruam
and Al-Kalim; there is no need to augment the size of the foreign
quarters. The loudest of these protests come from the Kin
faction, which are very xenophobic and hate foreigners.
The Sultan assures them that the land for the World Games
will only be a foreign quarter for the duration of the games, and
once it is over, will be returned to the people of Ylaruam. He
also asks them to give the infidels a chance to prove themselves
before speaking harshly about them when they have not yet even
arrived in Ylaruam. (See Kl 15; Fe 15, Fy 15.)
What This Means: The Ylari have never been too happy about
foreigners, but they have always allowed them in their nation.
But this is the first time that they expect so many at once, and
tensions can't help but run a little high.
The Kin faction, the rival faction of the Preceptors for the
throne of Ylaruam (see GAZ 2: Emirates of Ylaruam), have never
liked having foreigners on its holy land, and would love to
close down the borders of Ylaruam. With tensions running as they
are, the Kin are doing their best to spread their beliefs to the
Ylari in hopes of gaining more political influence.
KLARMONT 28, AC 1014: Kobold Hunt
Location: Falun Caverns, Hardanger Mountains. KW
Description: Scouts report the kobolds fleeing the area, and
Ragnar immediately has his men chase after them. This begins a
long series of skirmishes and maneuvres to lose/surprise each
other in the Hardanger Mountains. (See Kl 23, Kl 25; Fe 12, Fe
17.)
THE HARDANGER FIENDS
[A compilation from the journal of Astrid Ragnisdottir.
ED.]
Entry 1
It is said that men and women who die bravely and valiantly
will feast in the Great Hall with Odin All-Father. The All-
Father must be welcoming them by the dozens, hearing their
tales of great deeds and victory, as no less than two dozen
wounded lie before me, chanting of battle as death slowly
calls to them.
Let it be known that for the past month, the armies of
Ragnar, as well as brave men and women from beyond Soderfjord,
have fought bravely, strong in arms, and determined to destroy
the little monsters, as all soldiers born. But the clever
devils still continue to resist. They lay traps, as the
mountains above fall on the warriors, granting them an
inglorious demise, or as pitfalls suck the heavy-footed down
into the pits of death. Surely as they are weak and vile, the
little dogmen devils are clever, devious, and cunning, as if
the spawn of Loki himself.
Yet the gods [It seems the northmen call the Immortals gods
for some odd reason. ED.] eventually smiled upon Ragnar,
called the Stout, as they praised his mighty axe-arm and
courage. After besting many of the dog-headed monsters in
personal combat, he who calls himself King Ragnar led his
men, and his vassals' men, into the mouth of the Falun Cavern.
There did they crush the last of the filthy beasts that
guarded the entrance and sent so many a brave warrior to see
the All-Father.
There is celebration, for this fortnight, the first step
into a glorious victory has been reached. But the drinks are
light, as woe be unto him who lets mead cloud his judgement
while so close to such a clever enemy.
Entry 2
Let all who would be wise learn of the troubles that plague
the men of Soderfjord. What fate had smiled upon us as an
easy victory has become a death trap for the foolish who smile
too soon.
The dog-men have lured Ragnar to their lair, where now they
play with him as a tyrant jarl plays with his serfs. The
caverns are as deadly as a berserker's axe, yet not nearly as
visible or honorable. Pits filled with bones as sharp as any
spear have claimed the lives of over a dozen brave souls. The
cowardly beasts fire several arrows from the darkness of their
passages, then flee into tunnels too large for the brave
warrior to follow just as a rat scurries into its hole to
avoid the cat.
The dog-beasts breed like the wild rabbit, and they are
well aware of their greater numbers. A treacherous tactic of
the devils is to bring sections of the dark cavern down upon a
force of true warriors, forcing them to separate into smaller
groups. Although they fight bravely and are easily worth one
hundred of the monsters each, they are soon outnumbered and fall
beneath the blades and arrows of the enemy. At least their
souls will now be travelling to Asgard since their deaths were
honorable and courageous.
In their lair, the traps are all made to maim and slay the
human warrior, as blades spring from the wall at the height of
one hand above the head of the little vermin, cleaving into
the foolish pursuer who does not know the patience to wait for
them to come to him.
Last is their dark magic, surely granted to them by Hel or
Loki. Their dark priests call upon evil illusions to fool
the eyes and ears of the noble warrior. Some call upon the
unnatural darkness of night to cover the flames of the
torches, preventing the soldiers from seeing their cowardly
enemy.
Ragnar would be wise to call upon the guidance of father
Odin, as his battle of victory will soon turn into a defeat,
and woe unto him if he should return to his home in such
shame.
Entry 3
To call the dog-men devils would no longer be an accurate
description, for surely this day it is real devils that prey
down upon us.
These frog beasts stand at least a head taller than the
largest Northman warrior. The vile stench that follows these
fiends is enough to make all but those with the strongest
stomachs to wretch and fall helpless to the ground. And of
those, it takes the hardiest and bravest warrior to still face
these demons and look them in the eyes, for it is the eyes of
pure evil that stare back at them.
Let it be known that even bravery and a strong will are
still not enough to vanquish the frog-men, as only the most
faithful and devoted who have weapons blessed by Thor or Odin
can even pierce their strong skins. If such beings are not
devils, then may the cold of winter take us all before a real
devil ever shows its face in our lands. [Our research seems
to indicate that these beasts are called Hezrou, from the type
of fiends/devils known as Tanar'ri. Ed.]
Ragnar, although brave, is not a foolish young man. He has
called back his warriors to regroup and make plans to defeat
such unvanquishable foes. He intends for the skalds [Ed.
Note: a mixture of priest and storyteller] to cast Odin's and
Thor's blessing upon the warriors and their blades, so that even
they can stand up to the demons in a fair and honorable combat,
facing death on even grounds. The skalds are also to play a
vital role in banishing these fiends back to Hel, as their holy
prayers to the All-Father will force them to leave the physical
world of mere mortals.
I must leave now, as the messenger says my divine-granted
powers are needed to help Ragnar and his brave men ready to
die for their King. Let it be known that once this is over,
Ragnar the Stout will be the greatest of Kings of Mystara, or
he shall be forever known as the foolish who has brought his
nation into ruins and despair.
Entry 4 [Ed. Note: not in Astrid's handwriting!]
To whomever is reading this, I am sorry to inform you that
Astrid was severely wounded during the last battle. She was
sent, along with all the other priests, to a final
confrontation with the fiends that have overrun the Falun
Caverns. Unfortunately, she received grave injuries, and I am
as of yet unsure whether or not she will survive.
From what I have read of this journal, it seems she has
been keeping an accurate detail of the events of this siege
for you, so I will endeavour to accomplish this for you as
Astrid was a good friend of mine.
As mentioned, there was a great battle between the men of
Soderfjord and the fiends, with the priests of Odin, Thor, and
even Frey and Freya at the forefront. Their priestly magics
were the key in banishing the fiends back to the Pits, but it
also put them as the primary targets of their attack. Over
half of them died in that final battle, as well as three-score
soldiers who were protecting them.
Despite the great loss, the battle was won and Ragnar
emerged victorious. Luckily for him, the fiends seemed to
have taken care of the kobolds beforehand, as there was none
left to oppose him. Had they been still waiting, Ragnar would
not have had enough men left to survive.
The Falun Caverns have been cleared of the evil kobolds,
and Soderfjord should now be free of them. This should allow
more peaceful relations with the more civilized tribes
throughout the region.
I hope this is what you expected...
Misha
[Ed. Note: We believe this last section might have been
written by Misha Mananov.]
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