Add Seventh Ancillary Journal

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Bill Niblock 2024-03-06 18:06:17 -05:00
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---
layout: journal
no-footer: True
tags: seventh-lore
title: On the 3rd Army
---
# {{ page.title }}
#### Worries
- There is an orc warlord, unfriendly with the Accords, that is assembling a
massive warband to the North.
- There are waves of refugees coming from the far east fleeing "the horde"
- The elves of the hidden settlement, who occasionally gave the army
information, have not visited for many months
- The Snakefriend Clan of the Accords has vanished, every man woman and child
- While the eastern roads of the Long Pass have been repaired, the Bore has not
been retaken. Until it is, large forces will not be able to march to the Far
Territories from the interior.
- A brigand has slain the 13th Ancillary squad and taken the Golden Labyrinth.
What was once a small source of income is now a nigh impregnable staging
grounds for raiding parties.
#### Good News
- The second Ogre King of north has been slain and the road to the Accords
completed
- A cessation of hostilities with the daemons of the Pool of Al Jeezir was
negotiated by Baron Calder Black
- The crop blights in the South were the work of the Fairy Court of Worms and
stopped with the help of the ghouls of Nemes
- The Church of Damerrich has built a church in the town of Hope, and sent hero
level characters to run it.

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---
layout: journal
no-footer: True
tags: seventh-lore
title: The Journal of an Arconis
---
# {{ page.title }}
### The Sun in Rags
A deity that resides within the Pathways of the Raven King. Its rights are the
ones the alternate Kaldur / Arconis uses to hide from other outer gods and to
make the pathways safer. The Sun in Rags glories in the decay of the physical
and the enlightenment of the mind. It either is, lives in, or is just strongly
associated with the sun that shines between worlds.
At Tier 3 you'd get:
- Sojourner Magic: -6 saves vs conjuration, +3 saves vs illusion, +3 saves vs
necromancy
- Sun's Casting: Necromancy spells are cast 1 level higher, spells with the
\[Light\] descriptor are cast 2 levels higher. Undead you create that would
normally be vulnerable to light are not. These bonuses double if you are
standing in area of bright light.
- Flesh is Rags (Su): Anytime you take 10 or more physical damage from a single
attack, you may, as an immediate action raise the light level around you by 1
step. The radius of this effect is 40 ft. If you take 20 more physical damage
while standing on solid ground, you may do the same targeting your blood and
flesh that falls to your feet.
- Light is Being (Su): As a swift action, you may take one point of Con damage
and teleport to any space in your line of sight that is lit by bright light.
Forming a connection with the Sun in Rags requires that you have seen the sun
between worlds with your own eyes and the completion of a ritual that requires a
mirror portal to the Paths and the corpse of a creature that had an Int score of
12 or higher. The ritual takes 3 hrs to complete and a Knowledge (Arcana) test
DC 15 and a Knowledge (Planes) test DC 20.
### The Chiliarch
A deity that lives on The Manse demi-plane (another interstitial plane, but one
you are mostly unfamiliar with). The Chiliarch typically appears as a humanoid
covered with wounds, with bleeding eye sockets and an empty mouth. He is blind
and mute, but sees and communicates in other ways. The Chiliarch understands
suffering, but endures.
If you embrace his teachings, at Tier 3 you would get:
- Sojurner Magic: -6 saves vs Conjuration, +3 saves vs evocation, +3 saves vs
enchantment
- Fading eyes: Your natural sight range ends at 30 ft and you receive -4 to
sight based Perception tests. You are immune to sight based attacks that
originate from over 30 ft away. You gain tremorsense with a range of 90 ft.
- Colonel's Endurance (Su): For every active point of bleed you receive DR 5/-
this stacks with every point of bleed. As a standard action you can give
yourself the bleed condition up to your Sojourner Tier, so long as you carry a
broken bladed weapon.
To form a connection with the Chiliarch, you must have been brought below 0 hp
and stabilized without outside healing. You must perform a ritual which requires
an iron door frame gilded with silvered symbols (100 gp), and ritualized self
mutilation of walking on broken glass and cutting yourself with a broken weapon
12d4 damage. You must pass a Knowledge (Planes) DC 20 test, but the DC is 4
lower for each 5 ranks you have in Profession (soldier). If you have ever lead
other intelligent beings to their death in combat, this DC is 4 lower.
### The Lost Hour
The book also contains a brief description of a deity called The Lost Hour, a
being that wanders at will between worlds with a magic map of time, but does not
have enough information for rites. It also suggests that the fey have a method
of hiding from outer gods, but not what it is.

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---
layout: journal
no-footer: True
tags: seventh-lore
title: On the Coming Invasion
---
# {{ page.title }}
Many signs and portents across the realms have predicted total disaster.
Alternate timelines have suffered from several different sweeping disasters, but
clues the party has gathered (and probably forgot) point to a coming invasion
from the Dark Tapesty. These clues were: a stone obelisk made by ancient ghoul
prophets, the cryptoc ramblings of an eclipse giant, the warnings of the dark
priest, the prophecy of the hainted castle, the artifacts and writings of
marooned space farers, and the signs and entreaties of the black butterfly. The
party knowns that Orlon, the king of the undead River Kings went in seatch of
more information, but never returned. They also known that in the alternate
universe of The Soaring Place, fairyland suffered an invasion by the creatures
of the Dark Tapestry, and The Crown Pronce in Exile wars againat them. Finally,
they know that a small incursion from the Dark Tapestry happened about 950 years
ago in the Far Territories and a coalition defeated that force.

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---
layout: journal
no-footer: True
tags: seventh-lore
title: On the Dark Folk
---
# {{ page.title }}
"Dark Folk" is a catch all for couple species that share the same language and
have some physical similarities. The small ones are dirty, vicious things that
dress in rags and love stabbing people. The medium sized ones hold nearly all
leadership positions, dress in immaculate black outfits and while less directly
quarrelsome tend towards sadism. All species have bodies that behave violently
when killed.The party had several run ins with them in the past, largely
centered around the noose. They used Acronis as an oracle, and were mad when the
party absconded with it. However, at some point Barri managed to convince, or
bully, them into serving him. The details of that are not known to the party.
The Dark Folk are known to be skilled at stealth, poison use, and arcane lore
that is considered abstract, in particular they are knowledgeable about many
facets of the Shadow Plane and the Underdark. They famously hate dwarves of all
kinds, gnomes and light.

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---
layout: journal
no-footer: True
tags: seventh-lore
title: The Disappearance of the Twin Cities
---
# {{ page.title }}
The party was previously roped into a widesweeping investigation on behalf of
Breach who was engaged in a frantic battle against kytons on the Shadow Plane.
One Breach agent mentioned to Calder that the kytons were trying much harder
than usual to "save us". There were several unusual trends on the material
plane: 1) people were disappearing all over the cities, in Busura it was a large
number of people, mostly children, in Al'Jira a small number of adults of
varying professions. 2) A worrying number of people developer total amnesia 3)
an intellegent zombie was discovered working as a night watchmen and was slain
immediatly. The party was in the process of tracking down where the children
were being taken when they blundered into another universe, except for Calder
Black. Calder continued the investigation on his on, and then with Barri and
discovered that a daemonic priest was kidnapping them and leaving them in the
care of a mostly benign undead orphanage master in a ramshackle building inside
the city. The priest was killed. The orphan master was killed, the children were
released into the streets, save for the undead ones, who Barri adopted. They
declared the investigation complete and began planning their raid on the Dark
Priest. The cities vanished about a month later, leaving behind only a massice
stone slap with a single symbol carved on it. Later, the Bishop of Nemes threw
out a bunch of doomsayers from his lands and only afterwards learned from his
ghoul priests that they may be far more fangrrous than they seemed and
potentially responsible for the Twin Cities disappearance. The Bishop passed the
warning along to General Vandeemer and several cultists were captured in Fort
Rather and several more were apprehended and put death in the town of Hope.

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---
layout: journal
no-footer: True
tags: seventh-lore
title: On Arconis, Barri and the Traitor's Noose
---
# {{ page.title }}
The noose was first discovered by Barri, Argon, Calder and Helga as the journed
through the Long Pass with the remnants of the 18th Infantry of the 4th Army of
Altay under the command of Lt. Sydney. The Hanged Man was being used/worshipped
by the Dark Folk that lived in the Spire as a prophet. The party, acting on
Helga's dream, raided the the Spire and took the noose for themselves. Barri
decided to wear the noose personally, to help mitigate the ill effects of the
curse Sulnaj had inflicted upon him. Over time, the party learned the Arconis's
story; he was a prince of a small human city state subservient to the Dwarvish
Triarchy. When the Triarchy declared war on the Halfling Empire, they cled on
Arconis's people. At the time, the human city-state had more in common and
better relations with the Halfling Empire than their suzerain. Arconis resented
being forced to a war his people dis not want, and resented that an unrelated
law would force him to give up his daughter so she could serve as a priesthood
as an oracle. The war declaration pushed him over the edge into rebellion.
Knowing his dutiful father would bring his people to war, Arconis killed him and
his older brother both. His rebellion failed, largely because of the interence
of a Magi, whondefeated Arconis and his followers. However, before he was
captured, to prevent the Magi from taking his daughter from him, he threw her
over the Spire instead, earning the appellation 'Child-slaying Arconis".
Afterwards, he was hung as a traitor and cursed by the Magi, the nature of the
curse forces all his male descendants to eventually betray what they should
protect and in doing so, meet a painful death. Arconis was cursed with unlife to
watch this happen to all his line, unable to die while it endures. The party,
largely at Barri's insistence, promised to help Arconis kill off his remaining
heirs so he could finally die. Presently, all but one have been killed, and
Arconis has gotten more powerful with each death. He has become more lucid, but
when confused his madness is contagious and the living around the bearer of the
noose can be convinced they are Arconis's long dead companions. Such as Argus,
his spear bearer, or Clytemnestra, his lover. At night, any of the souls held in
the noose can manifest as ghosts, during the day, they can attempt to commune
with or posses the bearer, these abilities work best at dawn/dusk and poorly at
noon. At Barri's request Arconis is willing to fight Sulnaj and has helped
design a ritual so the revivifying god can be stopped and destroyed once and for
all. Barri's motivation is because the god cursed him at one point. The current
concern is that Barri's subservient Dark Folk may torture Arconis's last heir to
death before the ritual is performed, nullyfing the ritual and leaving Sulnaj
unchecked and able to return to true godhood. Sulnaj itself hungers to return to
power so it can proclaim and witness the end of the world. That would probably
not be helpful for anyone who wants to live.

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---
layout: journal
no-footer: True
tags: seventh-lore
title: On Sojourners
---
# {{ page.title }}
The places in between universes and the Raven King: There are several ways to
move between universes that the party knows of:
1. The Pathways of the Raven King- named after the famous sojourner but far
older than he, the pathways connect alternate universes and timeliness
through reflective surfaces. Magically induced light behaves strangely here
and physics tends to be relative. People who die seem to quickly be raised
into undead. Powerful outsiders, and even dieties, fear to use or even
observe these paths, however it is known to the party that several versions
of Caymden Cailen have done so.
2. Portals of the Old Ones- built by ancient cults of obscurity, the party
decided not to even consider using them at the advice of Palemon, the Crown
Prince in Exile (an alternate version of the Forgotten Lord, who tended to
rage instead of melancholy).
3. Harvey and Gek were returned to their home universe by either a technological
or magical beam employed by servants of the Throne of Worlds that used
neither of these methods.
Visiting other dimensions is perilous, largely because of the predatory
multiverse entity known as Tindalos. Hiding from Tindalos is the Sojourner's
best bet and the ways the party currently knows of are:
1. To bend the knee to the Throne of Worlds, a LN force that values obedience to
hierarchical order, taming the wild and dangerous facets of nature and
growing civilizations
2. Become a student of the Raven King, an arcane caster that has delved into the
secrets of the pathways between worlds and used them to his own advantage
3. Eat a piece of Tindalos and become one of its many mouths, in so doing you
get feed instead of be food but you will suck at parties forevermore
4. Learn the "Shaded Way" an arcane practice that learned from how Tindalos does
what it does without being at its unsatiable whims. They feed on Sojourners
and psychic casters, but exactly how is not somethinf the party knows.