The Lost City of Barakus

contact: simontmn (at) postmaster.co.uk

Many ages ago, when ice lay heavy upon the world, the lost Empire of R'ylNobe ruled a mighty realm from the City in the Cracks. Among the outposts of that Empire was the subterranean city known as Barakus.

Now the city is long abandoned, and only a few rumours speak of the hidden halls that lie beneath the limestone caves of the Duskmoon Hills, their vaults awaiting those with sufficient daring, keenness of wit and strength of sword-arm to seize the riches that doubtless lie within...
These are the days of high adventure!

Varied Heroes board on Randomlings with Lost City of Barakus thread, PC sheets etc

Game Notes

Influences for the campaign world: Primarily Michael Moorcock (Elric), Leiber (Lankhmar) & REH (Conan), a bit of Games Workshop's Warhammer, a bit of Tolkien and others. It's a mix of 'swords & sorcery' and 'earthy high fantasy'.

The basic structure of each session: Session is scheduled 1pm-6pm. Games start at 1pm with players arriving and a bit of chat, we normally start the actual gaming ca 1.20pm, so promptness is appreciated. Game typically goes 4 hours, with XP allocation and a bit more chat at the end, players generally leave between 5.30 & 6pm, but we can go a bit longer if necessary. Regular attendance is expected and sessions are scheduled the previous month to accommodate everyone's timetable so far as possible. If there's an exceptional emergency requiring your absence for a session or you let me know well in advance of the session it usually won't be a problem.

Power level: This campaign is written as being for "1st to 5th", I'd say it could take PCs up to 8th level. NPC level distribution in the campaign and general world power level is lower than standard 3e, more like 1e AD&D. 1st-3rd is 'low', 4th-6th 'medium', 7th-9th 'high' level, 10th-12th is very high, 13th+ is legendary/epic. The Barakus campaign book advocates 50% XP awards, I generally give 50% XP for combat with some bonuses on top for roleplay, noncombat achievements, character journals, etc.

Compliance with 3E/3.5 rules: This is loose, sometimes very loose. This is not a table for rules lawyers. Rulings are adjudicated using common sense and a sense of fairness, all DCs and the results of rolls are set by the GM with the rulebook (possibly) as a guide. The rules do not define the game universe and sometimes have to be changed to fit the universe, never vice-versa. That said, it's still a D&D 3e game and most things stay the same. Player knowledge of the rules is nice but not usually required. However if you choose a special power or spell for your PC you should preferably have some general idea how it works. If a rule isn't working in play it will be changed after GM-player consultation.

Magic level: World magic level is lower than 3e standard, roughly the "50% rarer" option in DMG, however the PCs are exceptional individuals and usually for them the standard rules apply. Exceptions are noted on the Ea homepage and for spells on the Randomlings board.

In-character Roleplay: This is encouraged, both GM-PC and PC-PC. Characters should preferably be both (a) competent - able to function in a D&D scenario, (b) motivated - beyond kill things get XP, and (c) possess a distinct personality. The game contains strong elements of Gamism (challenge to the players), Simulation (a living breathing world, strongly characterised (N)PCs), opportunity for players to add to the world, and, it's intended, Drama in the narrative sense, which may occasionally involve PCs dealing with personal conflicts. Generally speaking Gamist achievement is rewarded with Experience Points, Simulationist achievement with more table-time and a bigger role for your PC within the campaign setting, Dramatic achievement with Fate Points or other mechanisms.

Player Absency Rules

1. PCs on a scheduled absence who consult with GM may be doing things "off stage" and will earn some XP while absent, up to around 200 XP/level (but no more than PCs present earned).
2. If player is unscheduled absent, normally PC earns 0 XP. Don't do this too often! :)
3. If PC takes part in session while player away, PC is treated as a Cohort and earns half encounter XP. They can be killed normally.

PCs - 2744 YE

1. The Albine priest Cambyses claims that Girru once appeared to him in a a dream as a pillar of fire, telling him to go forth into the world and take the Cleansing Flame to the unbelievers. Gathering his belongings he has ventured from his family's farm near Torrent to Endhome and met there the seeress Penelope, who has asked him to search for her missing husband Fenton in the lost city said to lie beneath the Duskmoon Hills. He starts to assemble a band of adventurers...

2. Some say the Elves are only legend now... in which case the young wizard Loren Silverleaf must be a living legend. Some say he's a sojourner from the otherworldly lands of the Faerie or an exile from hidden elf-caves beneath the Penprie Forest, others that he's a spy for the evil Drow, the ancient enemies of Man. What's certain is that his magical power is very real.

3. Kiru of the Wolf Clan is an Albine ex-Legionary, mercenary, Ranger and swordswoman, on a mysterious quest into the Lost City of Barakus. Somewhere therein is a mysterious weapon that it is prophecied can save her adopted people from a Doom that lurks beneath the earth...

4. Brassik is a wandering dwarven Rogue, exiled from the mountain clanhold of Amrahal. Recently rumours have grown that he is actually the exiled Prince Brassica, true heir to the Throne of Amrahal who will one day return to claim his kingdom from the usurpers...

1. Cambyses of Girru: Clr-7, Albine human male.
2. Loren Silverleaf: Wiz-7, Shadow elf male.
3. Kiru: Rgr/Ftr/Dog Soldier-7, Albine human female.
4. Brassik: Ftr/Rog-6, dwarf male.

Cohorts:
Yrud & Tug, Loren's cohorts: Ftr-5, Imgarter human males.

Retired/absent PCs:

Turnip (Nip for short) Mylan is a Bretanian freedwoman retainer of Cambyses's household. There was a strange occurence preceding Cambyses recounting of Girru's revelation. On the same night as his dream, Nip dreamt of a mysterious voice telling her to protect and aid the priest's imminent journey. Whose voice is it? What is her part in the grand design? She does not know. One thing is certain. Nip, the harpist (she hates the connotations of 'Rogue') will use her skills, her musical talents, and her bow to the best effect for Girru - and for Cambyses. M6 2744 YE Nip is currently working as a courtesan at the Heaven's Gate in Endhome.

Nip Mylan

Khai Ningoon, Monk-Sister of the Blue Light (Mnk 4), and Armando Gallant (Rog 2/Ftr 2), agent of the Ndalu Clan, have journeyed from Imarr under the instructions of the High Temple of Ksarul there to seek the lost knowledge of the ancient R'ylnobean civilisation that may lie in Barakus... and to keep a close eye each upon the other, for their rival societies within the Church doubtless both seek to profit at the other's expense. Khai & Armando were called away M7 2744 YE

Michael deAshville is a proud and arrogant Fighter, possessed of great strength and a master of the hooked Halberd. With the blond hair and blue eyes of the north, he claims to be a chivalric warrior of noble birth, though some doubt his claim. Michael left the group M6 2744 YE.

Retired PCs

Rage: Bbn/Ftr-5, half-orc male.
Khai Ningoon: Monk-4, Imarran human female, Ksarulist.
Armando Gallant: Ftr-2/Rog-2, Doskani human male, Ksarulist.
'Nip' Turnip Mylan: Rog-3, human female.
Michael deAshville: Ftr-2, human male.

Bran's Ford

Just eight miles southeast from the caves above Barakus, on a ford where the mountain road across Fool's Pass to Imgart runs across the Kirkney Water, there lies the small thorpe of Bran's Ford (pop. 65). Bran's Ford is noted for Vali's Inn, a popular resting place for travellers, hunters and adventurers. The inn is run by the veteran ex-mercenary Vali, his fellow ex-mercenary and wife Jeana, and their teenage daughter (and warrior-in-training) Yvette. There is also a blacksmith's here, run by My Myson and his son Ethan Myson, and a small shrine to the goddess Freyja, administered by the elderly wise-woman & priestess Asiga. Other residents of Bran's Ford include the widow Afela, the farmers Gwei, Ulo, old Galar, the wealthy farmer Lendadon, and Lendadon's wife the seamstress Aeisien. While Fool's Pass is open (ca early M5 -end of M11/early M12) much traffic normally passes through Bran's Ford to and from Imgart, and Vali makes a good living on the trade. Since the burning of Fort Brathis this has lessened considerably.

Ottakar's Post

This fortified inn and trading post NW of Barakus is a welcome stop before the high mountains. It's run by the Ranger Ottakar 'Eats-Ravens', and his South-Hawk Clan Sorgani wife Mrua. Ottakar, a former fur-trapper, makes a good living trading for pelts with daring trappers and bands of the local South Hawk and Wolf Clan Sorgani tribes down from the high slopes, and until recently accommodating travellers on the mountain road north to Imgart.

Caves of the Dead

In the hills south of Ottakar's Post is rumoured to lie these sinister caves. According to the old wise-woman Asiga at Branford, many years ago an evil cleric Astragoth attempted to create a temple to Hel here, using a dark artifact called the Heart of Darkness, a powerful Necromantic talisman. Astragoth is long gone and the Heart, recovered from Barakus, is now the restored Heart of Light at the Temple of Freya in Endhome. The Sarku cultists under the half-drow Dagon Ziss were apparently investigating these caves.

Fort Brathis

This Albine-built garrison fort lies about 80 miles along Fool's Pass from Branford and was manned by a small detachment of the Overking's soldiery. It was commanded by Lt Ken-Amun, among the soldiers was the fearsome archeress-scout Dionna. Relations with the local Raven Clan Sorgani barbarians were not good, and it was recently (2744) reported attacked & destroyed by the Raven Clan Sorgani, leaving Fool's Pass unpatrolled.

Endhome

Governor: Ranlan Pool. The Governor is elected every 6 years by the Senate of 50 of Endhome's wealthiest and most powerful citizenry.
Not far from the Lost City of Barakus lies the great port of Endhome, one of the Coastal Alliance cities. With a current population of more than 33,000, the city of Endhome is a major port and trading centre of the Overkingdom of Imarr on the eastern coast of the continent of Imarokia. Following the end of Albine colonial rule in 2730 YE, Endhome voluntarily joined the expanding Overkingdom of Imarr in 2736 YE along with Vanton and Westgate, and now lies within the Overkingdom's Arch-Duchy of Colladel, ruled by the mighty Archduke Ulfius Bloodhammer from his citadel at Torrent. The local Endhome culture can be seen as a mix of Greco-Roman and medieval-European. Endhome lies south of the wild Duskmoon hills and green Penprie Forest, at the southern end of a major trade road through the dangerous Coast Range mountains north to the Province of Imgart, which was conquered by the Overkingdom in 2738-39 YE.
Slave caravans travel south through the mountains from Imgart Province, to sell their captives in the market at Endhome for onward transport south to Imarr and the lands of the Overkingdom. The city is rapidly growing wealthy on this trade. Much ocean-borne trade wishing to avoid Westgate's taxes also passes through Endhome's sea port and on westwards to Torrent, making the city an important nexus. It is also a centre of learning, and the Society of Blue Light wizards, favoured by Overking Tarkane's wife the Queen-Empress Zalindra, have recently reopened the Wizards' College here under the great wizard Stylus Kant. The wizards now also occupy the Wizards' Library, an ancient tower of knowledge north of the Penprie Forest.

There was a Temple of Ksarul here, the high priestess Elan Kanto (no relation) (RIP) and her followers turned out to be cultists of the worm god Sarku.

The Girruite seeress Penelope Barmey lives in Endhome and had aid from the hero-priest Cambyses in recovering her husband, the Sorcerer Fenton, missing for a year now but who she knew yet lived beneath the Duskmoon hills, along with a 'dark companion' (Grimlock).

Defense

Endhome has a standing city guard of nearly 600 men under Colonel Boldhome. The Endhome infantry guard wear studded leather or chain and wield wickedly curved glaives that can take a man's head off in a single blow, while a small force of elite cavalry guards clad in bronzed breastplate with longsword and shield patrol the roads beyond the city, keeping them clear of the orcs, brigands and other foul creatures that sometimes descend from the northern mountains to raid and plunder...

Religion

The most powerful churches in Endhome are Freyja (L, love, fertility, leader of half the valkyries), Girru (L, fire & protection), and St Solanus of Crisos (L, sun, healing). The death cult of the worm god Sarku (C, death, undead) is outlawed. It was discovered M5 2744 that the temple of Ksarul (L-N-C, magic, mystery, hidden knowledge) was actually a front for Sarku cultists, now deceased. The Albine Church of Girru is growing rapidly in popularity and influence under the leadership of Cambyses, said to wield miraculous powers granted by the Fire Lord himself.

NPCs:

Sir Samuel Greylock - a fat old country knight whose manor lies two miles west of Endhome, 6'1", bald pate & white moustache, age ca 60 - dislikes "inhumans" but seems to respect Kiru and her skills.

Jane Greylock - Samuel's 18-year-old daughter, 5'6", short fair hair, a pretty young maiden (apparently a rare thing in Endhome), keen rider - seems rather infatuated with the heroic dwarven prince who rescued her from the wererats (with the help of his loyal followers)...

Scruton Maquinis - "Endhome's Greatest Playwright" - 5'8", mid-30s, thinning brown hair and moustache, always flamboyantly clad in gaudy Doskan silks and the richest gems (on close inspection, these are paste) - currently script-doctoring and producing "The Trials of Prince Brassica" for a new year 2745 opening at the Endhome Theatre.

Amelia Gaspar - immensely rich Endhome matron, wife of Lurton Gaspar, Brassik's new "patron" - ca 5'3", mid-50s, greying brown hair & brown eyes, a little overweight, always dressed in refined elegance.

Theophilus Jonsson, Scribe & Alcoholic - 5'1", mid-30s, thin, balding, brown hair & eyes, spectacles (frequently broken), ragged scribes' tunic stained with beer and other marks - the loyal recorder of Brassik's heroic adventures.

Atya of the Fiery Shield - 5'9", 21, blonde hair, blue eyes, beautiful, warrior-knight & paladin of Girru. Very serious young woman sent by General Strictis from the knights of the Fiery Shield on Red Wizards' Isle to assume command of Cambyses' (initially non-existent) Temple Guard.

Kayla & Shayla Valkaris - young dark haired Albine warrior-women, these sisters are Atya's deputies in the Temple Guard of Girru in Endhome. Friendly with Yrud and Tug.

Gilda Waynetree (Druid-4) is a half-elf, a close friend of Loren Silverleaf, she tends to the Penprie forest and a hidden shrine of Silvanus.

Lady Isabel of Imgart (Exp-3) is a human freedwoman ex-slave now living in north Endhome, working as a merchant broker. Loren bought Isabel's freedom from the slaver Marcus Saghson M5 2744 YE. Isabel is planning to petition Duchess Kullervo and win back her lands - if she can just raise the cash...

Moorrin the Sorcerer: Sorc-3
Curly Barns the Minstrel: Exp-2
The youngsters Moorrin and Curly were recruited at the Lion's Side Inn to join the party M5 2744 YE, shortly before the battle with the Sarku cult at the false Temple of Ksarul. They stayed with the party until M6 2744, when they left after a battle north of Endhome's city wall with the Sarku cultists Dagon Ziss & co, apparently disgusted by Loren & co's murder of the captured Sarku cultists.

Hofta Nap (Sorc-3) is a Sorceress from the Wolf Clan, a Sorgani mountain tribe in the Coast Range. She was exiled from her tribe after she was caught sleeping with the king's eldest son who was betrothed to a princess from a neighbouring clan. Now she adventures to gain knowledge and power, hoping one day to return.

Deceased NPCs:

1. Gren of Imgart, bought by Lorren from the slaver Marcus & now Lorren's freedman retainer, fair-haired muscular youth: War-1. Gren was decapacitated by a raging orc barbarian in the caves of Barakus M5 2744 YE. The orc (Burg) was reanimated as an orc-wight by the evil power of Orcus, finally laid to rest by Armando's blades M6 2744.

2.Kytor the Red: Ftr-3, this veteran warrior and former guardsman was an agent of the Church of Ksarul, (M7 2744) accompanying Cambyses' band into Barakus when his head was bitten off by a dire wolf during battle with an orc horde.

3. Slammer's Band

"Slammer Kyntire (Ftr-4, killed by Zemfer the black dragon M7 2744)is a Fighter from Imgart; he seeks wealth and power to regain his family farm from the evil Imarran baron who seized it and enslaved his family"... "Torgek (Ftr-3, killed by troll M8 2744 YE) is a young dwarf from the deep delves beneath the Coast Range. Stricken with wanderlust, he seeks knowledge and allies from the human lands to aid in the dwarves' endless war with their ancient enemies, the Drow..."
Cambyses Loren & Kiru teamed up with Slammer's Band to slay the black dragon Zemfer M7 2744 YE, and were ultimately successful, though Slammer himself perished.

Baron Hathor's Castle

The castle of the Thrinian Knight Baron Hathor Karanis, and his wife Lady Ishtara Karanis, lies a few days west of Endhome. Hathor is said to be a loyal retainer of Archduke Ulfius Bloodhammer, and a dedicated foe of Chaos.

The Coast Range Mountain tribes

The human barbarian tribesmen of the Coast Range are closely related to the tribes of the Sorganzorro marshes to the west and the pre-Narish inhabitants of Imgart Province. They are often collectively referred to as the Sorgani. They are a dark people, fierce and proud, hardened by countless centuries of warfare against the orcs who share their mountain home. While the human tribes largely command the mountain slopes and valleys, the orc tribes rule the caves and tunnels beneath the mountains, and neither side has ever succeeded in destroying the other - indeed, from time to time both have united and descended from the mountains in great hordes to raid and plunder the civilised lands below. There are numerous half-orcs among both groups, the product of raiding and slave-taking by both sides.
The Old Imarran Empire never succeeded in subduing the Coast Range, though in recent years the Albines' paved roadway through the mountains has brought trade and some degree of civilisation, most of the human mountain tribes have learned to profit from it peacefully through trade (and occasional 'tolls') rather than to attack peaceful travellers, though the orcs are rarely so amicable and wise travellers on the road still bring plenty of guards. Like most such the Sorgani tribes are animist, and are divided into clans denoted by a totem animal, such as the fierce Raven Clan, the South Hawk Clan, Wolf Clan, Elk Clan and Goat Clan. Their clanholds are usually well-stockaded villages of several hundred tribesfolk ruled by a chief or king.

PLAYER CHARACTERS 3rd ed D&D

New Campaign PCs

New PC stats may be rolled **in front of the DM** (or the GM can roll) using best 3 of 4d6 per stat, arrange as desired. Alternatively the player may create the PC with point-buy using 28 points. You can roll the dice first (in front of DM), and reroll if net bonuses +3 or less. Likewise for hit points above first level, roll in front of GM or take average-low.

Generally PCs should be created by PHB only, however if you want to use something from another book I'll consider it on a case by case basis. I have Quintessential Fighter & Quintessential Rogue and allow most stuff from it, but often modified. Characters can take a Class Skill Feat at first level, which lets them treat any 1 cross-class skill as a class skill (so eg you could have a Fighter with Spot as a class skill). PCs may also be able to swap out 1 or more class skills for a cross-class skill of comparable power; consult with GM if desired.

Alignment

This campaign uses 3 Alignments, Lawful, Neutral, & Chaotic.

Also, see: **Ea Home Page**, with further info on rules, background/setting, the nations of south Ea, etc.

Lands of the Overkingdom of Imarr - Map of the northeastern portion of the continent of Imarokia, c 2741 YE+

The Ultimate South Ea Map! (920kb)
Ea Timeline
Borderlands campaign web page, with further info on the nations of south Ea etc.
The Chronicles of Sigurd

**Ea Home Page**
General Index Page

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