Alenostran Spiritualism

Alenostran Spiritualism

Whilst the pantheon under Fyor and Donaria is generally considered the main religion within Alenostr, it is not the only one, nor was this always the case. With beginnings from the early days of the old Orc Kingdoms, Spiritualism, that is the worship of the myriad spirits of the realm, has persisted and still sees a large number of adherents.

Spiritualism lacks the central order and congregations the churches imparts on its followers and so is observed in many different fashions. This includes sects who believe that the Gods are ‘merely’ Great Spirits, rather than deific entities. In the current age, the religion remains strong in the Northlands and Steppe, with smaller sects in Odagard and Falstad. In general, this means that Spiritual Clerics are far, far rarer than their more traditional counterparts, and many that would otherwise have the talent tend to become Druids, or else village shamen with very little in the way of Divine powers.

(Note: Many practices would bring to mind pagan and Wiccan practices, to cite real world examples.)

Despite the differences in observance, all sects honour the spirits of the lands, praying to them for guidance, protection and aid. This can be the Spirits of the Earth for bountiful crops or Spirits of the Winds for favourable winds. Generally, anything considered ‘natural’, from small stones to the moon and stars are considered to have associated spirits, and the older and larger such things are, the more powerful they are considered to be. (Great Mountains will generally have associated spirits, for example.)

Notably, the religion as it existed within the Orcish Kingdom remains strong in some areas. This version differed in that they would also elevate heroes and other influential individuals or groups to status after death, much in the way of Saints. Some of these are noted below.

– Gruumsh: A Great Orc Warrior King. Known as ‘The One Eye”, he came to power in a time of strife but led his people to victory and conquest over the Drow. He is worshipped as a great warrior spirit, and many Orcs and Halforcs call upon his spirit to guide them in battle.

– The Beshaba: Little is known about the origins of these trickster spirits, only that they are said to be the souls of a band of female Orc harlequin assassins. In modern times, they are the patrons of assassins, and are prayed to avoid misfortune or to invoke on those or deserve it.

Session 30 Experience and Summary

Session 30 Experience and Summary

With the Yuletide festivities in full swing, the party have spent some time in Manheim to sell off their gains and train for the road ahead.

– Boxing Champion of Manheim: Otiben

– New Canon of the Eostarian Church: Zho Ni Apolsede

– Semi-Retiring from the Adventuring Life: Bryn Freystein

– A source of great debate: The Cleric spell ‘Animate Undead’

Items and Money

– Dealt with in Session.

Monsters Slain

– Dwaven Boxer, 156XP

Total XP: 156XP

Combatants: 1 (Otiben)

Experience Roundup

Otiben: Fighter-86XP/Assassin-78XP

Book-keeping Notes, Session 140(1/25/17):

Book-keeping Notes, Session 140(1/25/17):

– We will start at 7:30PM on the 27th of Tanrilden with the party having just left Vargen and tested the barge’s flight capabilities.

– Apprentice Engineer to Kalgunn and New Captain: Edan, Master of Pure Energy

– Investor of the Faith and Old Captain: Thorfus of the Profligate Donations

– So Close to Happiness … Until the Party Noticed the Disturbed Copse: Axel, Would-Be Hunter of Kottar

– Dabbler in Illicit Drugs: John “I don’t have a problem, you have a problem” Smith

– Amazed by the Financial Opportunities Available to the Clergy: Chuq the Somewhat Reluctant Ascetic

– Casting a Long Shadow from the Grave: Commander Talon, Rescuer of the Starchy Boyz and Hero of Curabel

– Dwarven Apocalypse Clock: 00.000.04.18!

#exploration-bookkeeping

Session 140 January 25, 2017

Session 140 January 25, 2017

6am 27th Tanrilden

AD Clock reads 00.000.04.18

At 6:00 am the morning after the skiff assault, Thorfus and Almeric discuss the situation on the wreck of the Jolly Gorgon. There are Wall District watchmen ashore monitoring the dock, the man and dwarf and obviously the sky. Almeric reports that the Jolly Gorgon isn’t going anywhere anytime soon its current condition. Also, most of the crew no longer wish to serve Captain Thorfus. The only exception are himself and two others from Shelton, Astin and Ericus. The other hands have consented to help get the boat to where it may be repaired but refuse to stay on hand after that. Turning the conversation to actually repairing the Gorgon, Almeric speculates there might be someone in Vargen who can help but he knows for sure that Xenilum Khel has a dock that can fix the JG but of course the crew won’t be around for that trip.

Thorfus learns from the Wall District guardsmen that the nearest dock to ours in Hightown harbor has a crane that is owned by the barge men’s guild. After triaging the injured mercenaries, Thorfus visits Edde who operates the punter’s crane dock. Almeric organizes the crew to tow the Jolly Gorgon to Edde’s dock while the party goes in town to shop.

Our first stop is a local Ark Temple shrine on Wall Street. Brother Feskin, a fan of the Em/Talon pulps, cures light wounds for most of us for our signatures on a copy and a discounted price. Next we return Tericius the armorer’s cart then invite him to the Gorgon wreck to estimate the skiff/barge job. While visiting Jaharis at the burnt down 12th knight, Chuq sends a message via Wall District watchmen to Captain Ellisondro telling him of our intent to depart and asking for alerts of any questionable going-ons at the High Town/Wall District gates. We return to the Jolly Gorgon after Thorfus gifts a large (1K gp) gem to Jaharis. There, a man delivers a message after introducing himself as a grey cloak.

The message is a hand written note from Jardin ordering the Keepers of the Council to cease all operations against the Bargemen’s guild leadership. Other options are being arranged instead. The grey cloak leaves shortly after handing the note over, explaining the need not to be seen with us. Thorfus bargains with Edde negotiating on price for the barge, dock use and crane operation. Now awake, Edan hires Tericius agreeing on a bonus rate if the armorer can finish the job to Edan’s satisfaction in less than 6 hours. Actually, Tericius doesn’t earn the bonus. The job takes the 12 hours he originally estimated.

Thorfus stays at the punter’s dock to supervise. During this time, Edde tells a rumor of a riot in Far Harbor last night. Human rioters assaulted the Brotherhood of the World Forge, even killing a few dwarves.

Axel, Chuq and Ronan visit High Town to outfit for our trip north. Axel acquires provisions and equipment while Chuq and Ronan negotiate a healing mission with the Ark Temple. Father Pradays, the dog frother, arranges a mission after a tip of froth from Ronan. He leads Sisverto, Cuerte, Finkelheal and a bevy of acolytes to the punter dock to treat our injured. The clerics get everyone back on their feet. Before they return to the temple, Thorfus purchases a small fortune of healing potions and holy water from Pradays, who isn’t interested in giving a volume discount. Edan convinces Priest Finkelheal to enlist as his henchman to the relief of Father Pradays. Seems the two were not overly fond of each other.

Once the skiff is affixed to the barge and it is obvious we plan to set off without the Jolly Gorgon, Edde asks Thorfus the ship’s fate. Thorfus suggest letting her go for a very good price which prompts Edde to dash off into the night. He returns some time later with Merrick the Punter leader. Merrick is very happy, seems the future is so bright he can afford a fixer upper yacht for the easy days ahead. He pays Thorfus enough in cash that the party almost comes up even after today’s shopping spree.

The barge quietly gets under way, floating eastward until we are well beyond any Vargen eyes. With confidence, Edan handles the skiff’s pilot controls causing the whole cobbled contraption to silently lift out of the water and into the sky. Moving at a hurried walking pace, the Keeper Skiffle rises no more than 60 feet above the surface and slowly turns northerly. To port, we can see the copse outside of the Wall District has been calamitously been disturbed. To investigate means nearing Vargen. Edan keeps her steady as Ronan suggests someone fetch a spyglass for a better look.

Almost forgot!

Almost forgot!

Andros Ashwind will offer 1500GP for all of the books you found, and an additional 200GP just for the Tome of He Who Devours.

If you agree. He can provide 700GP now, and will arrange for the other 1000 to be sent to you (either at the Freelancer’s or your manor).

Let me know if you wish to sell anything else.

Session 29 Experience and Summary

Session 29 Experience and Summary

The party infiltrates the trapped mound, but decide to not risk their lives combating the large number of spiritual undead there, leaving them to rising waters. Returning to Manheim, the Thane gives them Ironwood Manor as thanks for their efforts, but also asks that they now head north to assist Randall at Crossing. With the witch, Elosha back on the scene, who can say how they will fare?

 – Still plagued by nightmares: Bryn Freystein

 – Made of Leaves: Elosha the Witch

 – Does not know what is coming for him: Mydius, Hedge-Wizard.

Items and Money

 – Ironwood Manor, by Thane’s Edict

 – Further accounting to be covered in a later post.

Monsters Slain

 – Corrupted Spiritual Guardian, 119XP (8 Combatants)

 – Orcish Wight, 994XP (8 Combatants)

 – 4 Stirges, 172XP (5 Combatants)

 – 2 Yeti, 1105XP (10 Combatants)

Total XP: 2390XP

Experience Roundup

Total Party Experience: 2390XP

Per PC: 284XP

With Bonus: 312XP

Otiben: Fighter-156XP/Assassin-142XP

Embrek: 77XP

Bryn: 174XP