The Swords of Ea

This is the home page for PBEMs set on Ea using the D&D 3rd edition rules.

Earth Year / Ean Year
1998 AD / 2735 YE
2005 AD / 2744 YE

Updated: March 05
Game may have some non-X-rated adult content, rated NC-17 - suitable for ages 17+.

EaSwords Yahoogroup for PBEM play.

Swords of Ea PCs

Players should provide the following data on their PCs. I'll be happy to answer questions on the world background.

Character Name:

Rank/Position:

Sex:

Species: (normally human)

Homeland: (default is Imarr/Heartlands)

Age: (minimum 16)

Height: (feet & inches)

Weight: (lbs)

Colour of - Hair: - Eyes: - Skin:

Appearance: (eg handsome, ugly, fat, voluptuous, imposing)

Clothing: (eg shirt, loincloth, tunic, long dress)

Demeanour: (eg grim, cheerful, studious)

Motivations: (what brings you to the area, what your general goals in life are. Good motivations include plot hooks for the GM, especially ones that can incorporate additional PCs in a scenario!)

Background: (your history social standing - noble, slave, mercenary et al)

Contacts: 3 - you can have up to 3 NPCs who your PC is friendly with. You may also propose new NPC contacts if desired, if aproved the GM will stat them out appropriately.

D&D 3e Rules Mechanics

Starting PCs should normally be 1st level, generated according to the 3rd edition Player's Handbook. PCs should be generated with DMG 28-point-buy, or use the following 28-point stat array, arranged as desired: 16 14 14 12 10 8. The nine available PC classes, and their starting funds to buy equipment, are as follows:

Barbarian: 100gp
Bard: 100gp
Fighter: 150gp
Monk: 12gp, 5sp
Paladin: 150gp
Ranger: 150gp
Rogue: 125gp
Sorcerer: 75gp
Wizard: 75gp
You can also use the starting-package equipment lists from the PHB instead of the sums above.

Levelling Up: PCs level up immediately sufficient XP is gained, though additional spells and memorised spells for Wizards are not gained until studied for, and new Wizard spells must still be scribed into spellbook at a cost of 100gp/spell level. Characters gain (average+1) hit points per level above first, eg a Fighter gains 6 hp/level, + CON bonus.

Wealth for PCs starting above 1st level

The GM may specify a higher starting level than 1st. Use the following starting funds:
Level / Higher Level Starting Money
2 300gp
3 900gp
4 1,800gp
5 3,600gp
6 4,800gp
7 7,200gp
8 9,400gp
9 12,000gp
10 16,000gp
11 21,000gp
12 27,000gp
13 35,000gp
14 45,000gp
15 59,000gp
16 77,000gp
17 100,000gp

Slaves: A PC may begin play accompanied by 1 slave or other companion/dependent NPC, this costs 1 of the PC's 3 Contacts. Slaves and companions must be of the NPC classes Expert, Aristocrat, or Warrior (or Commoner if desired), and in any case cost the following amounts from starting money. Add Level cost to Point Buy cost.

Level 1 - 30gp 2 - 40gp 3 - 50gp 4(max) - 70gp
14PB - 10gp 16PB - 15gp 20PB - 20gp 24PB - 30gp
Slave & companion NPCs may be created by the player, and may not be higher level than the PC (max 4th). They may be played by either (or both) player & GM.

Special Rules

Short-Term Care (from Conan RPG)

Healing magic is rarely available in this setting. "Providing short term care means spending ten minutes cleaning & sewing up wounds, applying poultices and so on". After each combat in which a creature was wounded, up to one character may give them short-term care **if they still have at least 1 hp**. If the DC 15 Heal check is successful, the patient regains 2 hit points per character level, with a maximum hp restoration 1 less than they started the fight with. So if Dirk is 2nd level, started with 8hp and was wounded for 4 hp damage he can restore only 3hp, not 4hp.
In calm and suitable conditions a character may 'take 10' on the heal roll. A character may also 'take 20' on the heal roll, taking 200 minutes.

Fate Points

I'm using narrative Fate Points similar to those in the Conan RPG. PCs start with 3, most commonly they are used on the player's behalf for the PC to be 'left for dead' after losing a fight (a common occurrence at first level!). They can also be used by GM or on the player's request to get a 'lucky break' in a dire situation, eg help with escaping captivity, a sudden distraction & such. FPs can be gained for major achievements related to the PC's personality & goals, the GM can also award fate points at his discretion if the PC is "screwed over by fate", eg being arrested for a crime they didn't commit.

Low-Magic rule:

These are the standard rules for Ea PBEM games, but the GM may vary them as desired for the scenario - check with GM.

PC spellcasters are allowed at 1st level.

However, for each full-spellcaster level (Wizard, Specialist caster, Sorcerer, Cleric, Druid) taken, the PC must take a level in another class before the next level in the original class can be gained.

Caster Level: If a spellcaster has half their levels in a full-progression spellcaster class (Wizard, Sorcerer, Druid, Cleric), their caster level = their total character level. If less than half, they use (highest caster level)x2. For a half-progression caster class (spellcasting Ranger, Paladin), caster level is halved, so use the lower of 1/2(character level) or (spellcaster class level). Confused? :)

Example 1: A PC 1st level Wizard levels up to 2nd. They may not take another level in Wizard, however they may take a level in eg Sorcerer, Cleric, Druid, or as a specialist spellcaster (Illusionist, Conjurer, Necromancer, etc) - these are counted as a separate class from Wizard. A character may not be classed in two separate specialisms, however (no Illusionist/Necromancers). The PC decides to become Wizard 1/Invoker 1. When they level up to 3rd they can become Wiz 1/Inv 2 or Wiz 2/Inv 1.
In either case this character's caster level will equal his full character level, so as a Wiz2/Inv 1 he casts spells at 3rd level, eg he casts magic missile at 3rd level for 2 missiles each doing d4+1.

Example 2: A Ranger-8/Fighter-4. Their spellcaster level is half their character level, or 6th.

Example 3: A Fighter-8/Ranger-4. Their spellcaster level equals their Ranger level, or 4th.

Statistic Increases

For Ea PBEMs every *even* level gain - levels 2, 4, 6, 8, 10, 12, 14, 16, 18, 20 - PCs may raise 1 statistic by +1 (this is an Inherent bonus). Note that Inherent bonuses may not raise a single stat by more than +5.

Aging

Characters receive Age Penalties only (no stat bonuses for age apply). Humans are middle-aged at 45, Old at 65 and Venerable at 85.

Arcane Healing

The following Cure spells are available to Wizards and Sorcerers at these spell levels: 0th - cure minor wounds 1st - cure light wounds 2nd - cure moderate wounds 3rd - cure serious wounds 4th - cure critical wounds 5th - cure light wounds, mass

The Swords of Ea

Heavy Sword/ Broadsword: This is a 2-handed weapon with a broad blade of at least 4' length, some are 4'6" or more. Originally developed to cut the heads off enemy pikes, it makes a very effective man-killer and is a common primary weapon of knights and heavy infantry. This is the heaviest practical fighting sword, though ceremonial zweihanders of 6'+ length also exist. The 1st 12" of the blade on most heavy swords is blunt, allowing it to be gripped above the hilt. Uses D&D greatsword stats.

Bastard sword/Hand-and-a-half sword: This weapon is an uneasy compromise between broadsword & arming sword, with a blade typically 3'6" or so, it is most easily used two-handed, but can with training be an effective though unwieldly single-handed weapon. Unlike the heavy broadsword, it is marginally concealable beneath a long cloak. Uses D&D bastard sword stats.

Sword/Arming Sword: This classic, perhaps somewhat archaic one-handed blade is typically around 2'6"-3' long, and is often used as a back-up weapon by knights and well-equipped soldiery. It is also favoured by practitioners of the 'Imarran' dueling style such as Erin Wist, which employs sword & buckler or sword & dagger. Uses D&D longsword stats.

Rapier: This light, narrow blade is edged but primarily employs a piercing point. Blades are typically up to 3' long. Rapiers are favoured by rogues and dandies, they are not generally considered a serious military weapon though in the hands of a skilled practitioner of the 'Bretanian' duelling style they can be exceptionally lethal. Uses D&D Rapier stats.

Short blade: This is more an oversized dagger than a true sword, with a blade of around 18". Short blades are relatively cheap and easily concealable, thus are often wielded by ruffians and vagabonds. Uses D&D shortsword stats.

Arbalests

A progressive development of the heavy winch crossbow, Arbalests are restricted to military use only and may not be sold to private citizens, though they are occasionally available on the black market at considerable cost.

Light arbalest - the heaviest missile weapon that can be fired without a support, the light arbalest has a draw weight around 200lbs and takes 2 rounds to load by winch. They do 2d10 damage, with a range increment of 120'. They ignore 5 points of target armour.

Medium arbalest - the medium arbalest requires a light support 'foot' to fire from; although a strong man can carry both arbalest & support they are thus impractical as a skirmish weapon. The medium arbalest has a 300lb draw weight and does 3d10 damage, ignoring 8 points of target armour. They take 3 rounds to reload.

Heavy Arbalest - also known as the Siege Crossbow, this weapon is more a light ballista than a crossbow, it requires a heavy support 'foot' which requires its own bearer and is usually crewed by a two-man team on the battlefield. The heavy arbalest can easily kill a charging warhorse with a single shot. The heavy arbalest has a 400lb draw weight and does 4d10 damage, ignoring 10 points of target armour. It takes 4 rounds to reload.

PC Background Information

PC Races

Most Eans are humans from urban or civilised rural cultures. Rare non-human PCs may be created with GM approval; the most common inhumans in human society are half-elves, half-orcs, and a very few hill dwarves. There are no halflings or gnomes in human society.

Heartlanders: The people of Imarr, Capital of the Overkingdom, and its environs are Heartlanders, with fair to olive skin and black or brown hair, eyes commonly brown, frequently blue (physically similar to Italian, Roman-esque culture). Closely related to Heartlanders are the
Doskani: black hair, brown eyes (similar to Spanish), among whom female warriors are common, and
Colladi: brown, red or fair hair, blue eyes common (similar to Scots & Irish), bordering the wild Sorganzorro marshes.
Bretanian: similar to Colladi (French-Celtic culture), homelands were conquered by the Makyan tribes 6 years ago and mostly exiled or reduced to serfdom.
Do Chakan: The Chakkan plains are a melting-pot of ethnicities, including Makyan, Mongali, Bretanian, Albine colonials (dark hair, tall, fair complexion), Imarran Heartlander, etc. Native Do Chakkans tend to slim and fair, with red hair common.

Unusual human ethniticies from the fringes of civilisation include:
Norse/Nari - feudal Imgarters (Ukkoite Teutonic/Finnish) and Trafalgic vikings (Norse mythos), blond, brown or red hair, blue eyes.
Northwoodsmen (Christian) are similar, but brown hair and ruddy complexions common (similar to English).
Rigerian - fair-skinned, mostly black-haired & blue eyed mountain barbarian tribes, revere Crom.
Mongali - yellow-skinned horse nomads (similar to medieval Mongols), invincible archers, they roam freely across Do Chaka and the Forest of Angar. Ancestor worshippers
Makyan - bronze-skinned barbarian beast-worshippers, recently conquered Bretania. Revere Eritha the Herd-Goddess and their tribal animals (similar to North American Amerindian)
Heavenly Mountains - similar to Mongali in appearance, but fairer and much more civilised. Revere Hawk and Crane. (similar to Japanese)
Kartislander - black/brown-skinned native of tropical savannas, other related Nubian tribes dwell in the rain forests to the south, some - the Horde of Julah - recently conquered the Kartisland plains. Revere the Elemental Kings (similar to African)
Marrakeen (Arabic), Dosk heights tribes (Turkic), Judaic tribes (Israelite) - dusky Southlanders
Aryptian - dark, hawk-nosed dwellers amongst the pyramids and ruins of their ancient civilisation (Egyptian mythos)
Azcan - mysterious copper-skinned race from the Southern jungles of the deep Mosquito River basin. (similar to central-American Aztec)
Sorgani: The native tribal people of the Sorganzorro marshes and Coast Range mountains, they typically have black hair, high cheekbones, dark tan complexion and a short, stocky build (similar to Slavic). Blond hair from interbreeding with the Nari is not uncommon in many Sorgani clans. The Sorgani are closely related to the Suomi, the pre-Narish people of Imgart proivince.
Albine - fair to olive skin, brown or (rarely) blue eyes, rangy build - the tall, dark-haired Albines are the former colonial rulers of Imarokia. The Albine Empire across the great ocean is diminished in scope, but still powerful. Their culture resembles the medieval Byzantine Empire, and is probably the most technologically advanced on Ea.

Rarely-seen human races from the far West include the Tantoki, from Simcist Tantok (similar to Buddhist Thailand) who resemble the Heavenly Mountains people; the Matushkan, from Matushka (similar to Hindu India), and the Westerlanders (mixed, including many of Trafalgic Norse descent).

Languages: Most of the above human ethnicities speak their own languages, and few humans speak inhuman tongues like Orcish or Elven. 'Low Imarran' is the standard Common Tongue.

PC Roles

As well as typical mercenary adventurers, PCs can be nobles, merchants, soldiers, slaves, guildsmen, cultists - any of the multitude of different roles available within the vastness of Ea.

Popular deities of south Ea, 28th century YE

Thrin: LG, Norse god of swords and knightly combat. Originates from Thrinia across the Great Ocean. Thrin is patron deity of Archduke Ulfius Bloodhammer, Tarkane's lieutenant, who leads the Thrinian Knights. Opposes slavery.
Crisos: LG, god of mercy, healing and protection. Patron deity of the Old Empire from 1572-2416 YE. Crisans deny the validity of other gods. The Northwoods realm is mostly Crisan. Often opposes slavery.
Avanthe: NG(L), popular goddess of fertility, women and the seasons, white magic. As Avanthe-Dlamelish she is worshipped as the goddess of erotic love.
Odin: NG/N, Norse god of rulership and the air, patron deity of Overking Tarkane the Usurper.
Olorun: NG, 'Sky Lord', god of the air, ancient patron deity of Imarr. Elemental King. Sometimes associated with Odin.
Bragi: NG, Norse god of poetry, eloquence and song.
Carthea: NG, goddess of democracy, former patron goddess of the Cartheos Republic destroyed in the Rain of Colourless Fire 2559 YE, currently patron goddess of Scorn'el. Cult is popular amongst the Imarran intelligentsia but is persecuted by Tarkane.
Ksarul: LN/LE, 'Doomed Prince of the Blue Room', master of magic and grammarie, god of learning and hidden knowledge, patron of the Universities, and the Blue Light (LN) and Ndalu (LE) secret societies. Favoured by Tarkane.
Grom: N, 'Rock Lord', god of the earth. AKA Grun or Grome. Elemental King.
Serven the Grey: N, demigod of rogues and slavers, patron of the Iron Ring slavers' consortium.
The City Spirits:N, ancestral spirits of Imarr's first kings.
Sashelas: CN/G, 'Sea Lord', god of the waters, revered by sailors. Elemental King.
Hel: NE, Norse 'Dark Goddess', goddess of death, the undead, evil magic and the Red Wizards, formerly patron goddess of the Dark Empire of the Red Wizards (2416-2536 YE). Worship outlawed.
Kakatal: CN/E, 'Flame Lord', god of fire. Elemental King.

There are also plenty of minor cults worshipping various demon lords (Akresh, Hragahl, Sarasathsa, Umalu etc), and foreigners in Imarr may worship their own gods such as the Marrakeen patron demigod Kostar the Wolf (LG), or the Makyan barbarians' storm/war god Shakka the Storm Bull (LG) and Herd/mother Goddess Eritha (N). Outlawed cults include that of the Destroyer - 'the Dark Lord of the Citadel of Chaos' (CE), his master Demon King Graz'zt (CE) , and the remaining 'Pariah Gods' - the One Other and the Goddess of the Pale Bone (both extreme CE).

Real-World Pantheons: The Egyptian mythos is worshipped in Arypt, especially Isis, Osiris & Horus. The Norse mythos is worshipped especially in Trafalgis & Settlers' Country, the Finnish mythos in Imgart Province. The Celtic gods were worshipped in Bretania, but this is now rare.

Imarr - The Meat & Gristle Tavern

Imarr - the Eternal City. Greatest metropolis of this world of Ea. Capital and seat of power of the Overking, Tarkane the Usurper. Home to nobles and merchants, warriors and rogues, priests and paupers, slaves and assassins. Within its wide-spread walls can be found anything one can imagine - and much that one cannot...

It is the year 2744 YE. Over the past nine years the defeat of the Overkingdom's many enemies has brought much loot, thousands of captured slaves, and many returning mercenary soldiers into Imarr. At the same time Overking Tarkane's campaigns have stripped the city of soldiery, and law enforcement is weak. This is a time of great opportunity for those quick of wit and sharp of blade...

A sword and sorcery D&D game of high adventure, inspired by the works of Fritz Leiber. The game uses Microsoft Instant Messenger for game sessions (no longer than 2 hours) supported by bulletin boards as necessary. Experience Points are awarded at the end of each IM session, depending on achievements and good role-playing.

ENW thread for in-character play:
In-character
ENW thread for OOC discussion:
Out of character

PC pictures

Faoil. Denther.

THE GAME

The game often centres on the Meat & Gristle Tavern, on the edge of the Old City.

The Meat & Gristle Tavern

Nine blocks south from the Marsh Gate, where the Brass Quarter
adjoins the Nobles' District and the Old City, Beggar's Alley runs
off Plague Street in the shadow of the Old Wall's crumbling masonry.

And upon Beggar's Alley sits the Meat & Gristle tavern. A place
where Brass Quarter merchants and young rakes from the Nobles' rub
shoulders with the shadowy denizens of the Old City.

A place where things happen.

TAVERN NPCS.

The M&G is one of many taverns owned by the wealthy landlord Vulgas Thromax, he's rarely seen there. The place is run by the capable barkeep Jereg, assisted by Rendari his consort and chief serving-maid. It serves drink, food, and has some upstairs rooms rentable by the day or the hour. Having recently undergone refurbishment, the tavern is currently looking quite pleasant!

Jereg (barkeep/manaer, known for the heavy two-handed club behind bar), human, male, 51, bald, paunchy but brawny. Clothes: white apron, gray coat and brown trousers Wealth: Average> A veteran of many years in the tavern trade, Jereg like things nice and peaceful.

Rendari (Chief Serving maid, Jereg's consort & freedwoman), human, female, 37 years old, 152 cm, 60 kg, long red wavey hair, brown eyes, slim build, slightly careworn demeanourClothes: sandals, brown blouse and brown long skirt

Abara of Sasan (Serving slave/dancer, Marrakeen), human, female, 27, long brown straight hair, brown eyes, dusky, slim, shapely Clothes: collar, sandals, typically white halter top and yellow loincloth. Sultry, skilled dancer.

Haarema (Serving slave/dancer, Doskani/Marrakeen), human, female, 28, long brown curly hair, blue eyes, buxom and curvaceous Clothes: collar, sandals, typically white halter top and yellow loincloth. Generally pleasant and attentive demeanour. Fair dancer

Haarema the dancing-girl.

Edira (Serving slave, Gordavan), human, female, 29 years old, 158 cm, 57 kg, long blonde straight hair, brown eyes, buxom. Clothes: collar, sandals, low-cut red dress. Cheerful and flirtatious, a regulars' favourite.

'Lady' Alice of Gordava (Serving slave, former Gordavan noblewoman), human, female, 31 years old, 165 cm, 60 kg, long black wavy hair, fair skin, brown eyes, slender with full breasts. Clothes: collar,leather halter & grey loincloth. Lady Alice has never fully adjusted to her change of status from noble to slave and is often rude and obnoxious to the more timid patrons, although she's learned to fawn over the tougher types. Her noble title is a running joke at the tavern.

  • Loth the Tavern-Guard (Fighter/Enforcer), human, male, 42 years old, 175 cm, 59 kg, very short greying bristly hair, receding hairline, cold brown eyes. Muscular, broad-shouldered. Veteran, hatchet-faced ex-mercenary. Loth brooks no trouble at the Gristle. Friendly with Devis the tenement-keeper. Wealth: Average Weapons: Broadsword, sap. Armour: Ringmail

  • Gwal the Prestidigitator, human, male, 55 years old, 171 cm, 60 kg, long brown wavey hair and beard streaked with white, deep blue eyes Clothes: Low, soft boots, gray robe. Gwal is a loud, frequently intoxicated extrovert who loves to show off his art, despite the dangers in this magic-hating city. He provides occasional magic-shows that complement the two dancing-girls'performances, in return for free drinks and some coin.Wealth: Average

    The Harlots

    Jereg tolerates the presence of a couple of local free-citizen prostitutes in the tavern, although they compete with his slavegirls for the attention of tavern-goers, they do bring in plenty of custom to his upstairs rooms.
    Adrira human, female, 22 years old, 162 cm, 53 kg, short black straight hair, brown eyes, slim Clothes: gray sash, loose yellow blouse and red short skirt. Adrira has a cheerfully extroverted, outgoing personality, ever-curious about others' affairs. Wealth: Poor
    Creri (harlot, skill 5 stam 3), human, female, 32 years old, 147 cm, 56 kg, short blonde curly hair, brown eyes, thin Clothes: gray robe slit to thigh. These days Creri increasingly looks run-down, with an air of desperation. Wealth: Poor

    The following famous/infamous Imarran NPCs might also be occasionally encountered at the M&G, and can be taken as starting Contacts by PCs:

    IMARR/CITY NPCs.

    (With apologies to the spirit of Fritz Leiber. Most of these characters are taken from his

    books, with some alterations.

    Warriors (30%)

    1. Duke Danius the Morbid: Obsessed with avoiding death.

    2. Gnarlag Two-Swords: Ruffian.

    3. Duke Jannarl: Sadistic wizard-hater.

    4. Lord Karstak Ovamortes: Extremely wealthy.

    5. Colonel Olegn: Elderly soldier, extremely boring.

    6. Lord Rannarsh: Cruelly handsome, greedy treasure-hunter.

    7. Icera(f): Cruelly beautiful dominatrix, mistress of slavers.

    8. Pulgh the Slayer: Famous killer.

    9. Glinthi: Master weapons-smith, moustached.

    10. Harsel: Bandit chief (14 junior men, 5 veterans) raids merchant caravans.

    11. Larlt: Mongali ruffian, ex-slave.

    12. Quatch: Thuggish enforcer, pretty dim.

    13. Skor: Adventurer from Trafalgis.

    14. Slinoor: Merchant sailor, captain. Close-mouthed & suspicious.

    15. Wiggins: Another stocky enforcer.

    Magic-Users (4%)

    1. Glavas Rho: Elderly White Wizard.

    Priests (6%)

    1. Bawdres the Drunkard: Chief Priest of Oloron the Sky Lord, Narjan District, Imarr.

    2. Lady Ilala (f): Bored Head Priestess of the First Kings/City Spirits.

    Rogues (30%)

    2. Basharat the Red, Extortionist: Always polite, even while torturing.

    1. Grilli the Razor: Small, greasy weasel, uses 2 long razors in combat.

    3. Gnarfi Boarface. Adventurer.

    4. Kranarch the Lanky: Adventurer, Gnarfi's companion.

    5. Kreshmar: Alley-Basher, brother of Skel (A5).

    6. Krovas the Snake: Major crime boss.

    7. Pulg the Fat, Extortionist: Bald, hedonist, philosophical.

    8. Slevyas: Tall, thin-lipped, Krovas' lieutenant.

    9. Tres the courtesan (f): Gis's flame-haired lover.

    10. Vlana the Mime (f): Young thief, hates Krovas.

    11. Alyx the Picklock (f): Pretty, black-haired thief.

    12. Bannat: Pock-marked beggar-thief.

    13. Bashabeck: Large thief, wears orange turban.

    14. Ivlis (f): Flame-haired lover of Krovas.

    15. Ouwenya (f): Mongali, slim, escaped slave turned pickpocket.

    Other (30%)

    1.Count Glipkerio Kistomerces the Thin: Cowardly sadist, likes seeing his slaves whipped.

    2. Lord Radomix Kistomerces: Eccentric cat-lover.

    3. Jennago: Rich jewel-merchant. Knows the lawyer Adam Dickinson.

    4. Laatyana (f): Old crone, sells wigs & other disguises.

    5. Muulsh: Fat, ugly moneylender.

    Imarran political factions ca 2740 YE

    The Bloodhammerists

    Leaders:
    1. Overking Tarkane the Usurper; 2. Gorrin Marl, Vice-Commander of the Imperial Knights Bloodhammer (IKB). These are the supporters of Tarkane and his power base from which he launched a successful uprising against Albine rule. Initial support was concentrated among disaffected minor Imarran nobility and the urban poor; nowadays most people would claim to be firm supporters of the Overking, in public at least. The IKB are a militarist order of warrior knights who form Tarkane's personal bodyguard, they recruit more on the basis of dedication to the cause and proven fighting ability than on grounds of breeding and station. They are allied to the Blue Light Society of Wizards, who include Tarkane's consort Zalindra 'The Devastator', half-sister of Duchess Magda Kullervo of Imgart; to the Church of Ksarul, and to the Church of Odin in Imarr.

    The Cartheanists

    Leader: Adam Dickinson, advocate (imprisoned M3-M11 2739 YE)
    This faction, primarily derived from the educated urban middle-classes, such as lawyers and merchants, they follow the teachings of the Carthean philosopher Plautonus and advocate the replacement of the monarchy by a democratic republic. They are known to be supported by the Church of Carthea which is headquartered in the Free City of Scorn'el, the centre of the Scornic League. Most Cartheanists objected to Albine colonial rule, initially supported Tarkane, and learned their mistake only after he had seized power. In M3 2739 YE the Imperial Secret Police launched a clampdown on the Cartheanist dissenters, imprisoning many for several months. In M11 2739 YE the Scornic League incorporated into the Overkingdom and Overking Tarkane guaranteed the Cartheanists' freedom of religion.

    The Thrinians

    Leader: Archduke Ulfius Bloodhammer of Colladel
    Deputy: Sir Per Vartal, 'The Dark'
    The Thrinian Knights are a powerful order of warrior knights revering the war-god Thrin, and supposedly strong supporters of Tarkane, their leader Ulfius is officially Tarkane's deputy. But there are frequent rumours that the Thrinians would like to replace Tarkane with Ulfius as Overking. Ulfius personally possesses the Bloodhammer, the holy artifact of the IKB, believed much to Tarkane's annoyance. Ulfius recently led the Overkingdom's conquest of Imgart and liberation of Trafalgis (2738-39 YE). He is supported by his venerable Archmage, Clarendon of the Singing Sword.

    _________________________________

    Midnight at the Meat & Gristle...

    Scion of R’ylNobe…

    Arskane sat in silence in the Immarran bar. He was hidden, as was his standard, in his deep blue hooded cloak. Lighter blue and gold fringed water marks dotted the cloak, and revealed the financial bearing of the wearer.

    Arskane was the 343rd Emperor of the World.

    Not that any of these young rogues in the Meat and Gristle wished to hear that. As much for strength as for comfort, Arskane tapped ForSlake by his side. The giant Runeblade was quiet, and gave no strength...was it mocking him? Or was it simply time to feed it again?

    Laughter at the bar was happening around a group of spice merchants. Arskane considered his scale gloved hand and the ring beneath it. Its weight was all the world.

    He should have taken his chance to throw it into the Pit of Elder Night when the opportunity presented itself, and let there be no more Emperors of the City in the Cracks, called demons by the civilized world.

    "Pray, sir. Would you be Arskane? Arskane of R'lyNobe?" a fresh faced ruddy pink boy in green and brown pauper clothing asked him.

    Squinting as though he trusted nothing so little as youth, Arskane nodded. The boy, catching a peek at Arskane's black features and glinting reddish brown eyes, dropped his gaze and backed up. He swallowed and continued.

    "My masters bid you follow me. It is only a little walk." The boy turned and left the table Arskane sat at. Arskane knew his fate led him to the very depths of humility, but following a slave boy down stinking streets of a hovel that fashioned itself the greatest City ever was the lowest. Grinning at the irony, he followed the boy.

    A few blocks later, Arskane watched the boy run away rapidly with his payment of a handful of copper. A tall bald headed man with a finely trimmed mustachio and a apron filled with beer stains on his potbelly waved him in. Arskane was unmolested on his way over...he was already becoming a dread figure for his encounter on the docks, and the rumours of his sword; with little real magic in sight--he seemed a figure straight out of hell. Like his peers, the normal disdain and hatred of magic turned to fear in his presence, and a desire to be away...far away. Unlike his peers, Arskane was not some land locked weakling, strong only in the mystic arts. He was of the Earth dwellers of R'lyNobe, a race so antiquated they were not even remembered as the Ea's former rulers.As it's Emperor, he was trained sufficiently in combat to hold his throne. This was enough to survive even the most unsubtle attack in a alleyway. As long as he had Forslaker.

    Arskane entered the room. A hush settled over the inhabitants. They were various..greedy eyed, intelligent, wise, cautious, and all hungry for information. Would be wizards. A entire handful.

    A intrepid one dressed as a dandy, all in purple and puce, stood and saluted in the R'lyNobe manner.

    "Hail Arskane, 343rd Emperor of the Kingdom beneath the Earth, with dominion over all creatures, living and dead, and all between! Hail Arskane and open his way to the highest place! Let his wisdom and instruction have the fruit of blessings upon the..."

    Arskane held up a hand.

    "Stay the address. I know it too well. What say you, my dread Alchemists? It is late, and I am tired."

    Arskane dropped his hood, and the assemblage murmured in unison at the completeness of his blackness. He was oily black, with fine features, full lips, and shiny, wavy long hair falling to his shoulders. His ears were human, detracting from his otherworldly appearance. Arskane's eyes were reddish brown, and on fire in the lantern's light of the room. The dandy licked his lips, as if considering how best to pick a lock.

    "It is said that Arskane is banished from R'lyNobe until he cures the Younger lands of the rot."

    Arskane only looked on.

    "We have not assumed this is true, but we know of a person, a noble, formerly kind of figure, now harrowed by a kind of devouring pox. Her Uncle is much in the way of station, being a Great Man of the military."

    Arskane nodded, seeing where this was going.

    "Since Arskane is of great thaumaturgical lore, we seek a trade. Knowledge for knowledge."

    Another of the apprentices, the one with greed in his eyes, spoke up.

    "You will show us your demon arts, and will take you to the rotting duchess. You will never find her or be introduced to her father by yourself, but as a member of our great society, your way could be paved by the sorceror Hristmolio." Arskane smiled.

    "Should you have any influence with Hristmolio or this great society, you mean."

    The apprentices looked nervous at his lack of interest.

    "I will consider it. Of course, I could easily find this person myself with little more than the desire to make use of the local thieves word of mouth. For my aid in your instruction, you will understand your role. Do you understand your role?"

    The apprentices looked at each other.

    "Of course, Arskane." Arskane raised his eyes. The dandy restated.

    "Master, of course. We shall try to keep you safe. We have a room."

    Arskane waved away this offer.

    "The girl. Now. And remove this one until I am ready for him."

    Arskane pointed to the greedy eyed apprentice. "NOOOOOO!" The apprentice struggled against his fellows as they dragged him upstairs. Arskane made himself more comfortable as the students brought forth their Alchemical heater, and a parchment with the name of the afflicted girl's family and residence on it.

    Arskane stared at the Athanor. It was basic, yet effective for simple transmutions. It would have to be reforged to be of any use at all for higher magics. Arskane looked at the assembled apprentices, meeting each of their eyes.

    "We have much work, and little night left to do it in. Abandon sleep. Sorcery is staying awake and mastering one's will."

    -----------------

    The strange stars of the World of Ea glinted thickly above the black roofed city of Imarr, where swords clink almost as often as coins.

    Night found Arskane paying court to a oppressive, militant great house. There was a impression of noble strength and support of arms in the grade of stone, in the flags.

    One did not need the knowledge that a military commander made his residence here...it was in the bones of this house.

    Two guards paid casual attention to the cloaked and hooded figure. One was observing the gold watermarks on Arskane's cloak speciously.

    They waved Arskane in.

    One spat as Arsken passed him.

    "Albine, no doubt of it."

    "Aye." his fellow guard spoke, and they said no more.

    Inside the great house's foray, the majesty of the March Colonel could be sensed in fulness. The emplacement of extra off duty troops in his den, the entertainments by the slavegirls who attended them...this was a commander who repaid loyalty in the coin of the common people. Loyalty was a difficult coin to hold. Arskane knew it well. Ryl'Nobe, with it's putrid decadence, had lost his with little difficulty. Someday he would go back and burn it to the ground, he decided suddenly. A hunter green liveleried asiatic man approached. His cheeks were fat with good eating and health.

    "I am Lu, servant to the Colonel of the Doskani Marches. The honorable Colonel is away currently serving the mighty OverKing. I am entrusted to tell you that any assistance given in healing his daughter's ...affliction...will be handsomely rewarded. If you will please follow me, we shall check in on the lady Vevaliah. She enjoys her privacy."

    Arskane followed, his cloak brushing his ankles. Forslake was a comfort by his side, feeding him the souls of the poor thieves who accosted him in Death Alley this afternoon. Poor fools, he reflected. Why did no one in this accursed city just ask him for a few coppers? Instead they ended up with four and a half rune carved steel in their guts, to cure their hunger. Arskane reflected as he followed Lu up a winding stairwell and into a deserted hall. The pleasure of the guards was far from them now. No sound from downstairs could be heard. Further within the house, a private door was opened with Lu's keys, and a dungeon like door with a metal lock and clasp was unlocked. Lu wretched and balked at the exiting smell. Arskane reflected that while Beggar's Alley was bad, this was quite bad. He disciplined himself.

    "You will grant us some privacy. And further...."

    Instructed, Lu shut up the door again, Arskane hearing the 'thud' of it's closure. The buzzing of gnats could be heard in the room, along with labored breathing. Rotting brushes and old hair strands going green adorned a small vanity, covered with dust. The room was nearly pitch dark, but a small bit of starlight caught on the cover of a canopy bed in the center of the room. A figure moved there.

    "...hrrr is ettt?"

    Arskane approached the bed.

    "Arskane of Ryl'Nobe, Duchess Vevaliah." "Don' call me v'at. R'nother healer. Go 'way."

    Arskane only examined the swollen and rotting skin, the boils green and red like pomegrates, the flesh peeling from the the too soft and unhealed muscles, sections of bone exposed dry to the air, the lips swollen and ruining the good muscles they were attached too. The rot. At last, Arskane almost breathed. While his father's last request was undoubtedly bourne of the madness of his ichor addiction, it was the last request of the 342nd Emperor of Ryl'Nobe and the World nonetheless. Arskane prepared himself for what would be required of him. "...rrrR have you come to zhee my great beauty?"

    Arskane nodded.

    "Indeed I have, milady."

    Duchess Vevaliah turned her head with a grunt, and set one filmy eye upon the blue robed figure.

    "Grrrds!" she grunted, with effort.

    Arskane disrobed as he spoke. He wore a red doublet underneath his cloak. This he also disrobed.

    "Forgive me lady. I must now be cruel. You may thank me later. You may not. Nonetheless, I will have done my duty."

    Arskane covered her distended mouth with his hand roughly. The Duchess squirmed and moaned inneffectively.

    Raising his Emperor's Signet, Arskane began in a low voice rising in volume...

    "Ftchelectexxxx! Master of Bile and Pestilence! All things rotting are your purview! Ftchelectexxxx! Aclan god! Aspect of the Death that floats! Your host brother calls you! You are pacted to protect my passage! The 343rd Emperor of the City in the Cracks demands that you honor the pact between us! My passage is through your realm! Cleanse the way! Ftchelectexxx!"

    Shouting now, Arskane heard the buzzing of the gnats as though all their brothers in the world had joined them in the room. There was a way to make passage upon a woman. Arskane did so. He was rough, but did not enjoy it. Arskane pushed the Duchess away. The hosts of Ftchelectexxx were fading, and so were the sounds of their visitation. Arskane collected his things, and marked the changes happening upon Vevaliah as Ftchelectexxx honored their most ancient pact. Her mottled rotting skin sagged as the vitality returned. All inducement to swell unnaturally sank out of her into nowhere. The blood hung unnaturally in places, and ran from many openings. Arskane tore strips from the bed to bind her temporarily. A real healer would have to be called for, soon. Arskane left the room quickly, to find the manservant Lu fetal beside the door. His teeth frothed bloodily, as though he had been biting on the inside of his lips. Lu tugged his hair even still, while his eyes rolled about epileptically.

    "Fool! I told you not to eavesdrop! Would you listen to your death if it had a sound too? Dolt!" Arskane chastised Lu as he carried him to the top of the stairs where he left him. Walking him to the door would create more problems than it would help. Arskane made his way to the exit to the foray, and to the front guards. One of them, leaning on his pike, said,

    "What news, Albine priest?"

    "I am no priest. You will need to call a healer, for your Lady and her man Lu are sore hurt and in need of divine touch. The Lady will recover if you act quickly. Lu....only your gods may say his fate."

    "But we have you." The other guard said. "You have come to heal the Lady. Finish the job."

    Arskane came close enough for the guard to see under his hood.

    "I am not a Healer, you Dolt! Summon one or you will be responsible to the Colonel her father for her death!"

    Both guards blanched. One whispered fast instructions and ran past Arskane, presumably to the dwelling of a healer. The other guard called to Arskane as he walked away from the rich noble houses.

    "Where can my Colonel find you? If you have done this thing, if you have really done this, you have a great reward deserved to you!"

    Arskane called back without looking.

    "I can be found at the Meat and Gristle, beside Beggar's Alley, near Plague Street, away from Death Alley, 9 blocks south from the Marsh Gate. I await his lordships favor. Bid him be careful of the neighborhood as he comes. They don't care much for ranking dignitaries."

    It was why Arskane spent his time there.

    (Day 140 - late in the year 2735 YE)

    It's a foggy autumn night, dank mist swirling up from the river, but
    the mood is one of clebration, for word has just reached the city of
    their Marrakan allies' triumph over the Kingdom of Doskan at Sasan,
    eight days previously. Now Doskan itself is truly menaced, and the
    prospect appears at last of an end to this long war which has
    drained the Overking's coffers almost since his self-coronation five
    years' previously.

    Sunk in accustomed glumness in a dark corner of the tavern, avoided
    by the other tavern denizens, the mood is little to Askane's liking.
    Sipping a mug of a dark, barely-tolerable brew, his eyes glance over
    to a crowd of young rakes by the bar, finely dressed, the
    finest blades at their belts, drinking freely as they carouse
    with the serving-wenches and exchange their tales of derring-do.
    Courtly intrigue, duels at dawn, the boudoirs of noble women - the
    last something of which Askane has recent experience, albeit not very
    pleasant.

    One of these men catches Askane's eye. Quieter than the others, he
    has an assurance that marks him as something out of the ordinary.
    Wist... Erin Wist. There are rumours he was involved in a matter of
    some import, a few months previously. A ship burned in the
    river harbour that night, and there were rumours of foul magic and
    walking dead.

    Such tales are often exaggerated, of course.

    Wist, for his part, is of a mood little better than Askane's. The
    dampness of the air aggravates his old wound, rendering its pain to a
    dull ache. The boasts of his contemporaries seem trivial, hollow,
    the serving-wenches haggard and world-worn.
    But, sensing the eyes of another upon him, Erin turns slightly and
    beholds the dark stranger, drinking in that shadowy corner. An
    immediate premonition strikes him.

    That one spells trouble.

    Wist and Askane both glance over at the entrance to the tavern as
    the door opens, and a figure stumbles in out of the night. A slender
    slavegirl, naked but for an iron collar and short length of
    attached chain, she is notable only for her beauty and the fact that
    she appears to be completely devoid of any hair, not even eyebrows.
    Her thigh shows the brand of the noble House Kistomerces.

    After a momentary glance, most of the patrons turn back to their
    drinks, assuming she must be on some mundane errand for her master.
    Wist and Askane, however, note her agitated expression, and that her
    body trembles as she looks wildly around the Inn, before her gaze
    settles on Erin Wist. Quickly she approaches him, brushing past his
    surprised companions, and speaks all in a rush.

    "Wist - Erin Wist! Please, you must help me, I beg you! I know you
    are the greatest swordsman in Imarr, that you slew Lord Rannat
    Kistomerces in a fair duel last year. My name is Reetha, I am
    wrongfully enslaved by Rannat's cousin Glipkerio. I am escaped
    this very night, but his minions pursue me...
    You must help me, please!"

    She glances fearfully to the door, as if expecting her master's
    minions to come rushing in after her...

    The Borderland Campaign 2738-40 YE (tabletop game) - this page includes additional political and geographic background information: Borderlands Ea: Time of Chaos web page: Ea: Time of Chaos (non-D&D rules, 2735 YE).


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