Tuesday, June 30, 2009

Dalerain IV: Evergreen King [Dalerain]

Lord of the Green, Evergreen King
Power of the Dalerain
Major AoC: Forests
Minor AoC: Animals, Primacy of Nature over Civilization
Symbol: An oak tree or leaf, a wolf of leaves and branches
Allies: Alaron, Eial
Enemies: Umoth, Ragavar, Urjin
Avatar: Barbarian 5 / Druid 15 / Ranger 15

Samaan usually appears as a eight-foot tall man with a long, stern face, antlers, grey hair and beard, and ragged clothes. In this form he carries a quarterstaff called Soltreow, or One Tree. He may also appear as a antlered dire wolf, or a wolf with leaves and branches in place of flesh and bone.

Samaan spends most of his time in the Wyrld, wandering the forest lands he holds dominion over. He visits Alaron and Eial in their sacred places in the Wyrld, but otherwise prefers to keep to himself. Any divinities seeking council with him must locate and travel to him. His relationship with Uller is respectful but cautious; both powers are dislike interference in their domains, and have clashed on occasion, though these conflicts are rare and brief. He neutrally regards the other elemental powers, notably Aela, Eides, Larril, Tamati, and Linon. He appreciates both destruction and growth as natural and necessary aspects of forest life, but opposes their support of mortal endeavors towards taming the land (or, in Tamati’s case, filling it with bloodshed). The Forest King’s greatest wrath is reserved for deities that twist and destroy the woodlands, most particularly Umoth, Ragavar, and Urjin the Rotted God.

The Lord of the Green is worshipped by those who live in, or make their living from, woodlands and forests. Rangers and barbarians often worship him, and forest druids may leave offerings at his shrines and holy sites in addition to their own worship of the Wyrld. Undead are regarded as unnatural, but only singled out for destruction when they become a hazard to the forest life.

Saturday, June 27, 2009


Eltplanz: Rocky, cold, and desolate, the Eltplanz lies on the north bank of the River Ylg, between Barvanigar and Coldstone, and north to Kaulderzhun. It was once a frequent battleground between the forces of Doradin and the orcish hordes of the Kameurhorns, but the fall of the Highhold ended human occupation and the hordes now pass through it at will. Orcs driven from the Horns have dug out warrens beneath ruined villages and keeps, and packs of gnolls skulk in the tumbled ruins.

Kaern Torn – Between the Gonenfall Forest and the Shrouded Peaks, Hill Castle was one of the anchors of Dorandin defense. The fortress eventually fell to a monstrous horde of orcs, ogres, and giants, but none of Kaerzin Torn’s notable treasures or weapons have ever been recovered or even seen in the centuries since then. Much of the fortress was destroyed, but the central keep and curtain walls still stand.

Kaern Mus - Castle Mouse overlooks the River Yls near Barvanigar and is kept in good repair by the orcs and brigands of the area. Tunnels and caverns in the bluff below Kaerzin Mus reportedly include passages below the river and possibly into Barvanigar itself, a serious threat to the security of the town.

Friday, June 26, 2009

Notable Spellcasters

Alnin Stoneshield: A member of House Aeliden, Alnin Stoneshield was a powerful ha’ilven spellsword, with compelling good looks and a easygoing manner. He researched many battle-magics, both offensive and protective (most notably stoneshield), and died well into old age, battling a great linwurm in the Kameurhorns.

Azequor: Today a name of terror and fright-tales, Azekor was a ha’ilven wizard in the last years of Sieriven. A pupil of the wizard/priest Beirhn Rosemantle, Azequor rejected her gentle teachings later in his life, striving to accumulate power in a mad drive that culminated in his transformation to lichdom. His skeletal form dwells somewhere in the fastness of the Fhmòr Hills, using his minions and servants to continue gathering magical items and spells.

Gray Dashain: Once an apprentice of Erabor the Caller, Gray Dashain specialized in summoning, binding, and compelling outsiders. Despite the obvious dangers, Dashain lived into his twilight years before disappearing from his secluded tower. Various whispers and rumors over the years suggest he is not dead, but imprisoned on another plane, perhaps by a powerful devil or genie lord.

Erabor the Caller: Architect of the Endless Dungeon, Erabor the Caller is a whimsical archmage. Perpetually young in appearance, though of uncommonly tall height, he studied attractive magic (drawing monsters and adventurers both to his home) and planar effects. Erabor disappeared nearly a century ago, and is thought to have settled in a demiplane from which he keeps tabs on his former home, keeping it supplied with monsters and treasure both, and viewing the resultant mayhem for his amusement.

Gereint the Dark: An apprentice of the Ninestars Council, Gereint eventually eschewed their company for a solitary existence of research. Meglomania and paranoia led him to hide many caches of magic items (mostly scrolls and potions) in various “safeholes” around the Shadowend, often in a secure portion of an occupied dungeon. He disappeared nearly three centuries ago, along with his tower and the nearby village he ruled, but legends maintain he simply transported himself and his subjects to a secure realm, deep in the Dark Below.

Menioth Turimath: One of the most gifted students of the Moonstone Guild in Triumport, Menioth is the foremost expert on the Positive Material Plane and its attendent energies. She rarely adventures, preferring to “field-test” her spells through allied wizards. With straw-colored hair, fair eyes, and unlined skin, Menioth appears much younger than her fifty-six years, a possible side-effect of her long exposure to positive energy.

Raliard the Spellsage: More famous than powerful, Raliard makes his living uncovering caches of magic and spell lore. A skillful diviner, Raliard’s command of magic continually uncovers new treasures for him, and warns against those who would take it. The secrets the Spellsage uncovers invariably makes their way into common practice as he sells or barters away his findings. He lives in the small village of Tenmensport, but is more often found on the Glittering Plain.

Whisper: A member of the Fallen, Whisper helped rule the Dread Queen’s empire for half a century before being captured and bound into slumber for seven-hundred years. Freed only recently, the diminutive, leather-wrapped wizard has wasted no time exerting his subtle influence across the Hundred Kingdoms once again. His knowledge of lost and hidden spellcaches provided a quick and solid base of power, and the hidden knowledge they contain has been slowly leaking out as Whisper takes apprentices.

Asavar - A Very Rough Draft

This isn't even a rough draft, really - it's incomplete, and mostly going to disappear into the background. These entries aren't supposed to be long essays on history; they're short snippets of "where is this/what makes it different/interesting". It was useful in working out the outline of some history, and I thought people might like to see an "early" version. Someday there'll be a "later" version to compare it to.

The Cloven Kingdom
Once little more than a pastoral backwater, Asavar has became a symbol of the waning power of human civilization in the Shadowend. Sixty years ago, a great horde spilled out of the Glittering Plain and overran Asavar, decimating its population and driving the survivors into the neighboring kingdoms. Roen and Larenyss were able to marshall their forces and stop the horde at the Greenflow, but the toll on Roen was particularly steep. With the horde subdued, King Ethelren of Larenyss sensed an opportunity and attacked Roen. The move proved disastrous in more ways than one – Ethelren died near the end of the first day’s fighting, and his heir, Carron, was stubborn, short-sighted, and diplomatically blind. The duchy of Gaunes, linked to Roen through marriage and family, promptly withdrew their troops, as did the duchy of Shalane and the duchy of Kestrellar. Carron, who held Roen responsible for his father’s death, saw these as treasonous actions of the highest degree and summarily executed a number of nobles linked to those duchies – nobles who had, ironically, stayed loyal to their king. King Carron died only a few years later, but the damage was done – Larenyss, once the power of the Shadowend, shattered into feuding kinglets.

Asavar and Roen forces eventually regained a small portion of Asavar, the duchy of Celadan, but most of Asavar remains in monstrous hands. Brindish, Asavar’s capitol, is held by the Three Sisters, a covey of powerful hags who have bred an army of bastard creatures and make frequent raids into neighboring lands to capture slaves.

Aithelighin - The Many-Colored Field

The Rainbowed Pavilions, The Many-Colored Field

Symbol: A green pennant on a white field
Ruler: Eira Quileannithal (ef F6/W6)
Major Settlements: Aithelighin*
Population: Elven, gnome (rare), half-elf (rare), human (rare)
Resources: Horses, cloth, mercenaries (cavalry)

Aithelighin is the closest large fair elf settlement to the Woodmarch in the Shadowend Forest. It is set in an area of open woodland, where the great trees form vast, vaulted halls of wood and leaf. The elves have set their tents throughout the halls, each tent festooned with banners, flags, and pennants identifying the tent’s owner, occupants, guests, or nearly anything else one is inclined to display. All of the civilized races are welcome here, and free to participate in any of the tournaments, jousts, and competitions that occur daily. The Many-Colored Field is also the chief stronghold of elven cavalry, and combat from horseback is one of the most tested and valued skills here.

Adventures & Encounters
* Travellers near Aithelighin occasionally encounter elven knights looking for adventure. Most knights travel with a small retinue that includes a minor wizard, a healer or cleric, and several squires and pages. Many knights consider a joust or duel with any worthy opponents they come across a requirement of their honor.

* Aethelighin’s greatest threat comes from Asavar and the Glittering Plain. Goblinkin from the plain frequently raid into the Shadowend. The goblins are considered a relatively mundane threats, but several tribes include worg riders or hobgoblins with giants boars, and others have dangerous allies, including ogres, hill giants, and athach. The fractious powers of Asavar are less aggressive but make travel near their dominions troublesome at best, endangering the Rainbow Pavilions’ link to the Shadowend region.

More Unsubstantiated Musings

There was a comment, possibly in the Comments section, possibly at Grognardia (which I'm not going to link to, because if you're reading this blog and not reading Grognardia, you, my friend, are Screwed Up, and no amount of commas in this sentence will fix you), which noted a "decrease in neighborhood activity and an increase in parent-organized activities" (paraphrased, and poorly).

Or in other words, spontaneous play down, organized activies up. Parents who don't play D&D, by and large, don't encourage their kids to play D&D. They play soccer. Or take ballet, or, if they want to be "different", stepdancing and lacrosse. The gangs of neighborhood kids roaming the suburban streets of Middle America is, in my understanding*, greatly reduced from twenty or thirty years ago.

I think getting retro-clones into gaming stores is a good step, but it's not going to ignite the populace or shoot sales into the stratosphere. What would be more interesting, more useful, and more appropriate today, based on what I see in the bookstores, would be a nice, ultra-cheap (MSRP $9.99, I'm thinking), manga-sized copy of Swords & Wizardry sitting with the manga books in Borders and Barnes & Noble.

And speaking of ultra-cheap, the cost of RPG books concerns me. I'd like to see more exploration of variant packaging methods. Is 8 1/2 x 11 really the most cost-effective? What if RPGs were printed as comic books, with a 64-page "core" and a monthly 32-page adventure/supplement? Could we get it into comic spinners? The precedent is there for cross-over - Knights of the Dinner Table & Nodwick for two.
What about newspaper/newsprint? Not as durable, but maybe the goal should be to get the game into the most hands for the least cost.

*In my rural country childhood, my brother and I were the entirety of the neighborhood gang, unless my cousins were up at their weekend house, but they were girls and not quite as apt to roam and wander.

Tuesday, June 16, 2009

Turning back?

I know this blog isn't about philosophizing or opinionating, but I'm going to say this anyways: I don't like the sentiment that gamers are "turning back" to "OSR" games.
1 - If the OSR relies solely gamers that started with 0e-1e games, it will fail. Period. Full stop. Those young hooligans that so many grognards seem to relish disdaining are the future of gaming. Suck it up.

2- You can't "turn back" to something you never experienced. See #1. A 16-year old that discovers the joy of a vintage car isn't "turning back", he's discovering something.

3- the phrase and sentiment "turning back" implies a linearity; that game design proceeds from simple to complex. I don't believe that. It might -appear- that way, but at this point, 0e and 4e aren't two versions of the same system; they're functionally two different systems, with different strengths. Playing 0e isn't "turning back" any more than playing True20 is.

Wednesday, June 10, 2009


I've been mulling over skills recently, and while I haven't made any stunning breakthroughs, I have come to a personal realization.

Adventuring is a job.

Or, in other words, adventurers aren't blacksmiths. D&D skills, in my game, should reflect something characters are likely to need and be a skill they are likely to develop. Craft is not such a skill; neither is profession, or appraise, or forgery (well, maybe a little). Swim and Climb, yes

And skills should be simple. More complex than yes/no, perhaps, but still simple.

And, in a bit of tired sarcasm, I'd like to dedicate this post to the overly extended conversation that wouldn't quit while I was trying to write this, totally destroyed my train of thought. Better luck tomorrow.

Saturday, June 6, 2009

Dalerain III: Queen of Celebration [3e]

Lady of the Grape and Bottle, the Whimful Goddess, Queen of Celebration

Power of the Dalerain
Major AoC: Wine, Impulsiveness, Acting, Drama
Minor AoC: Vineyards, Drunks, Fools, Actors
Symbol: A flagon overflowing with grapes, an upside-down rabbit.
Allies: Gwydion, Linon, Tlazis
Avatar: Bard 25
Maebd appears as a small woman, with long, dark, curled hair, flashing green eyes, and rosy cheeks. She favors low-cut gowns that threaten an explosion of bosom with every move she makes, and always carries a flagon, tankard, flask, cup, stein, or goblet. She also carries a small knife, usually concealed beneath her skirts. The goblet is known as Solesus, or One too Many, and the knife is Jolinfil, or Joypricker. Maebd does not dally in faint emotions; she is overwhelming in her joy, towering in her anger, drowning in her tears, and exhausting in her passion.

The Queen of Celebration is the daughter or Linon, the Lord of the Fields, and half-sister to Noluan, the Lord of Sails. She is on good terms with her father, but relations between her and Jaerana, the goddess of the hearth, are restricted to the proper preparation of brewing ingredients. Reunions with her half-brother are boisterous revels. She is likewise on good terms with the Temptress, Tlazis, and is fervently, flagrantly, in love with Uller…except when she’s not. Few of the gods find her worthy offensive or dangerous enough to consider an enemy.

The Whimful Goddess is worshipped by vinters, bartenders, drunks, enchanters, actors, thrill-seekers, daredevils, and party-goers. Her priests are flamboyant and outgoing (and even more so after a few morning drinks to get the day started). Evil priests may be malicious in their actions, selling fouled or tainted bottles of wine, but most clerics are innocent of any true darkness (though, to be warned…the darkest of her priests are the best at hiding in the light).

Domains: Charm, Chaos, Luck, Madness, Plant.
Skills: Bluff, Profession (farmer, winemaker).
Favored Weapon: Club
Bonuses: +2 class bonus to saves vs nonmagical poisons.

Friday, June 5, 2009

Zephyr [Monster] [0e]


Zephyrs are minor spirits of elemental air. Some sages describe them as young or immature air elementals, though it is unclear whether this is accurate or even possible. Zephyrs are naturally invisible, detectable only as a slight breeze contrary to the existing winds. They are smart enough to understand and speak languages, but are impulsive and prone to mischief. Zephyr naturally manifest in areas of chaotic winds, and can be conjured with a monster summoning I spell. They have a natural ability to cast suggestion (as the spell, except the effect only lasts 1 turn), which they often use to cause difficulty or create embarrassing situations. A zephyr summoned by a monster summoning I spell can be commanded to use this ability, but is released (though not necessarily dispelled) from the summoning after using this ability once.

Zephyr: HD 1d4, AC 2 [17], Atks 1 strike (1hp), Move (Fly 24), Save 18, CL/XP A/5

Thursday, June 4, 2009

Banekin [Monster] [0e]


Banekin are sallow-faced, wizen humanoids with dark hair and tough, leathery skin. They stand no more than eighteen inches tall, and wear crude clothing sewn from ratskin. Banekin with access to woven cloth will sometimes make finer clothes from that. They prize flash and glitter, and will ruthlessly plunder anything or anyone of everything shiny and bright, from hand mirrors to gemstones.

Banekin live in hordes of up to a hundred or more individuals. A solitary banekin is usually a dead banekin, and so they live, eat, sleep, and fight in groups. A banekin alone will seek out whatever companionship it can, recruiting rat packs or even tagging along with adventurers.

Banekin infest dungeons and ruins, creating intricate networks of small tunnels through which to travel. These tunnels are usually no more than a foot in diameter, and heavily patrolled by banekin and rats. Unused tunnels are blocked off or trapped to sound alarms in populated areas, giving the banekin time to mount defenses or flee.

Banekin can communicate with rats, and almost always live with great numbers of them.

Banekin hordes can also be treated as a single monster by DMs. Banekin hordes treated this way take only 1/2 damage from any non-area attack.

Banekin: HD 1d6, AC 6 [13], Atks 1 weapon (1d4), Move 9, Save 18, CL/XP B/10

Banekin Horde (10 banekin): HD 2, AC 6 [13], Atks 1 weapon (1d8), Move 9, Save 16, CL/XP 3/60, Special 1/2 damage from non-area attacks

Banekin Horde (30 banekin): HD 4, AC 6 [13], Atks 1 weapon (3d8), Move 9, Save 13, CL/XP 5/240, Special 1/2 damage from non-area attacks

Banekin Horde (50 banekin): HD 6, AC 6 [13], Atks 1 weapon (5d8), Move 9, Save 11, CL/XP 7/600, Special 1/2 damage from non-area attacks

Wednesday, June 3, 2009

Squeaker [Monster] [0e]


Squeakers are attractive, chincilla-like animals named for their devastating sonic attacks. About the size of a house cat, squeakers roam in packs through deep forests and caverns devouring whatever crosses their path.

Squeakers are named for their disorienting vocal calls. Anyone hearing the rapid, high-pitched sound of a squeaker must make a saving throw or become confused and dizzy for 10 rounds. Creatures that fail their save are too confused to take any action other than stumble away at half-speed, and must make a second save every round they move. A failed save means the victim has fallen. For every 10 squeakers in a squeaker pack, a character takes a -1 penalty to their saving throw. Squeakers are immune to the effects of other squeakers.

Deaf creatures, or creatures immune to sonic attacks, sometimes accompany squeakers to finish off stunned victims. Squeakers are also frequently kept as guards and watchbeasts.

Squeaker packs can also be treated as a single monster by DMs. Squeaker packs treated this way take only 1/2 damage from any non-area attack.

Squeaker: HD 1d4, AC 8 [11], Atks 1 bite (1 hp), Move 6, Save 18, CL/XP B/10, Special stunning squeak

Squeaker Pack (10 Squeakers): HD 1, AC 8 [11], Atks 1 bite (1d6), Move 6, Save 17, CL/XP 3/60, Special stunning squeak (-1 penalty to save), 1/2 damage from non-area attacks

Squeaker Pack (30 Squeakers): HD 3, AC 8 [11], Atks 1 bite (3d6), Move 6, Save 14, CL/XP 5/240, Special stunning squeak (-3 penalty to save), 1/2 damage from non-area attacks

Squeaker Pack (50 Squeakers): HD 5, AC 8 [11], Atks 1 bite (5d6), Move 6, Save 12, CL/XP 7/600, Special stunning squeak (-5 penalty to save), 1/2 damage from non-area attacks

Tuesday, June 2, 2009

Piscidine [Monster] [0e]

This bizarre creature looks like a giant orange goldfish the size of a horse. Its fins wave gently as it swims through the air, and rainbow-colored threads of light trail from its gills. Two long tentacles hang from its mouth.

Piscidine trawl through caverns and dungeons looking for food. Their tentacles cause vivid psychedelic hallucinations (treat as a confusion spell), and the piscidine slowly eat their prey as it stands dazed and baffled. Piscidine quietly follow prey that show an initial resistance to the hallucinations, waiting for their endurance to flag. They generally avoid combat, preferring quiet, peaceful meals. Piscidine are 50% resistant to magic.

Piscidine: HD 6; AC 4 [15]; Atks 1 bite (2d6) and 2 tentacles (1d4+poison); Move 1 (Fly 18); Save 11; CL/XP 9/1,100; Special Hallucinatory poison, magic resistance.

The Black Legion

The Black Legion
aka, the Fourth Amerite Legion
Motto: Nos es Nex (We are Death)
Patron: Orod, Lord of Souls
Animal: Raven

Summation: The Fourth Legion had a long and accomplished history before entering the Woodmarches, where they easily defeated the local forces (homegrown since the fall of Illendia a few hundred years before) and establishing a local government accountable to the Amerite Empire. The Autumn Kings were invested as the governors of the region, and the Fourth Legion continued into the forest through their territory, and disappear from history.

What's Known to the DM:
- The Black Legion disbanded after the Woodmarch campaign; most recruits and conscript were filtered back to society via the Autumn Kings. The core of the Black Legion was wooed and won by Pyritheus, a powerful Typhos known as the Herald of Umoth. Pyrtheus promised the Legion veterans unending life, an offer they found attractive after years of dealing death.

- The Legion had established a camp near the gnomish village of Wyl Arden; they excavated a number of large vaults with the aid of summoned pech, and entombed much of their equipment therein. The equipment included a large quantity of iron ingots, weaponry, 50 clockwork steeds, and a number (10?) of iron-clad minotaurs.

- Despite, or because of, the Legion's divine patron, the Legion had no dealings with undead or necromantic magic beyond the mundane. Instead, dealings with the semi-divine Smith's Wife gave the Legion arcanists considerable knowledge of constructs, including clockwork steeds, iron-clad creatures, animated suits of armor ("armors", aka helmed horrors), and possibly/probably early "proto-type" Fallen (aka relentless).

- The Black Sorcerers of Tuonela. They have begun creating Fallen, but flawed and weaker than the true Fallen. They have part of the Fourth Legion's notes/instructions, and are looking for more. The Black Sorcerers have goblin minions in the Shadowend, implying an alliance (manipulation) of the goblins of Sarn, and possible alliance with the Three Sisters of Brindish.
- The Three Sisters of Brindish are looking for anything to bolster their forces. Weapons, ore, and iron-clad creatures are all welcome. Their army includes many crossbred humanoid creatures.
- The iron dwarves/duergar are allied with (?) the azer. The azer are followers of Pyritheus, who has become more active following his release and Umoth's arising.
- The city of Shalanholt is looking for anything it can find to help against the Brindish army.
- The "priestess" of the Smith's Wife wants any Black Legion information on creating constructs destroyed.
- The Fallen archmage Whisper wants something, and opposes the Sorcerers of Tuonela.

Assorted Thoughts and Ideas:
- The Nightwatch in Shalanholt are "armors" left or gifted by the Black Legion to the Autumn Kings. A "Daywatch" is rumored to exist, but has not been found.
- Pyritheus was imprisoned shortly after his bargain with the Black Legion; he was released twenty-years ago, at the Second Speaking of Te, as was Umoth.
- Pyritheus did hold up his end of the bargain; the Black Legion veterans are immortal, not undead (though they may not be properly living either). Their trail leads to the Underdark and ends at a gate of iron and silver.
- An aspect of Pyritheus (or Umoth?) is somewhere near the gate; this may be a goal of the azer.
- The duergar have, or are looking for, Black Legion material on constructs, for obvious reasons. The Black Sorcerers may have acquired their partial notes on creating Fallen from the duergar, who could have gained their information from pech.
- The Sorcerers of Tuonela are linked to the original Black Legion? A splinter group? Links to the Hielarn?

Monday, June 1, 2009

Freehold of Archen

Archen, Freehold of
The Orchard Realm
Symbol: An apple on a green field
Ruler: Lord Hardel “Applethrone” Archen (hm F3)
Major Settlements: Tulbadin
Population: Human, Halfling
Resources: Agriculture

This small, verdant realm is well-known for its fruits and grapes (and the products made thereof). Tucked beneath the eaves of the Moonwood, Archen is a land of rolling hills and small dells clothed in orchards and vineyards. Its people live in tiny hamlets; Tulbadin, Archen’s largest town, has barely over a thousand residents. Humans and halflings live side-by-side with each other and the land’s significant fey population, including domovii, apple-dryads, brownies, and spirites. Wild fey from the Moonwood sometimes wander into Archen, and there is precedent for a leshii “king” to claim fey dominion over the Orchard Realm (a claim with little effect on human affairs, unless those affairs including wholesale destruction and bloodshed – in which case the mundane forces may find themselves facing things far more wicked than apple-dryads and domovii)!

Archen has strong alliances with the Open Halls and Bellarane, lands with similar values and cultures, and with a few of the more tolerant of the lycanthrope families in the Moonwood. It is considered a backwater province, when it is considered at all, by the elite in Triumport, Blackgate, and Orbor.

Adventures & Encounters:
* Fey encounters in Archen have notably increased in number and danger since the return of Queen Aliana to Shalane several years ago. What connection there could be between the two lands is unknown, but given the fey nature of the time-lost Queen, a link seems likely. The most tenious rumors allege that Aliana, reputedly raised in a pastoral corner of Faerie, may have actually have been hidden in mundane Archen – though how this connects to recent activity none can say.

* Tomior Fullcloak of the Meadow Tower, a minor holding in the Marchlands, is bribing and, if necessary, blackmailing the small hamlets, one by one, in an effort to oust Lord Hardel. His family has longstanding trade contracts with Archen, but Tomior wants to cut out the middleman. His economic war has a chance of eroding at least part of the freehold if played correctly and cautiously, but a few of Tomior’s agents are bored with subtle threats, and are using more aggressive tactics. They are currently passing themselves off as a simple bandits, but the ruse may not last much longer.