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Bathensport

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LeylaDartha

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Moon Lake

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Sulphur Bay

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The Oak and Olive Inn

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The Tunnels

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TwinOakton

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Uxonurethwer’jonal warren

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Characters

Hogan Grey

The countryside around the cult’s temple has been thrust into great turmoil with their destruction. Many of the village elders from the nearby small villages of Purple Hill and Copperton were members of the sect, and their demise at the hands of the RavenClaws has left a power vacuum in Purple Hill and lawlessness in Copperton. You are no longer as welcome as you once were, and in many stores a grieving spouse turns you and your gold away. The Duke who hired your gang to rescue his daughter is genuinely happy to let you stay at his manse for as long as you needed to heal, but soon the surrounding social chaos begins to affect his business and your welcome is no longer as warm. Assured by the local healers that the daughter will be looked after well as they work with her to deprogram the cult’s influence, Alexander Raven and his Claws decide it’s time to go.

You soon discover that the cult had far reaching tentacles; when you escape, er, withdraw to the nearby city of WintersHaven, you find that they are experiencing a political coup brought on by the sudden disappearances of a few key officials, much of the city guard, the head of the thieves guild, and quite a few powerful guild merchants. The lower quarter of the city offers you and your group anonymity (and fleas) but a less than a tenday after your arrival, a trusted informant whispers to your group that the new head of the thieves guild has named the RavenClaws as the source of the troubles, and has put a hefty price on your heads.

You debate staying and duking it out with the thieves guild, but Alexander and many of the members suggest a better option would be to leave, one by one, and meet in a larger town or city. You all agree on meeting in Bathensport, which is on the other side of the continent, and has a huge Adventurer’s quarter where you feel confident any equipment you need can be acquired. The RavenClaws opt to regroup and gather some high powered supplies and return in 6 months, during the Fall Carnival, and eliminate the thieves guild on your own terms.

With the help of a friend, you get hired on a dingy, wide bottomed cargo ship and set sail for Bathensport. Unfortunately, the cargo ship isn’t going to BathensPort, due to something the Captian refers to as “Elitist Nepotism.” However, he is going to Sulphur Bay, and he assures you that the trip to BathensPort overland is quiet and fast. You find out from another sailor that there is a “High Kings road” that runs through the farmland surrounding Sulphur Bay. He estimates that it’s a week to 9 days from Sulphur Bay to BathensPort.

Weeks pass and you learn the art of sailing.

You are in the Crow’s Nest when you arrive in Sulphur Bay, and you are instantly aware of how the town got it’s name. The water of the semicircular bay changes color from a deep blue to a pale blue green on the far West side. The town sits on the eastern side, and though you can’t see the far side one of the other sailors has told you that it is a swamp, and that the blue green water smells strongly of Sulphur.
When you arrive in port, the captain pays you and gives you a sailing chit, a slap on the back, and a job offer. You can get to BathensPort by horse or carriage.

Maven Tobelton

After many days and nights in the little raft, the river you are on finally leaves the mountains. You enter the foothills of what you are sure is still the Dragon Spines and you surmise, since the western bank of the river is swampy and swiftly turns into a forbidding forest, that you are heading South on either the Coldheart or the Naga. A day later, you are greeted by a elderly elven fisherman who happily tells you that the Elven town of LeylaDartha lies ahead, and that the great stone bridge has a small quay near it that you can tie up to. Your morose friend seems to perk up somewhat at the realization that there is a town at the end of your destination, but you don’t recall having heard of the town before, so you are less excited.

Within the hour, you see the stone bridge that the elderly fisherman spoke of. It arches gracefully out over the water at a narrow spot in the river, and is covered in fluid vine-like scroll work. There are a pair of unlit lanterns hanging from ornate, tall lampposts on each bank. You see the quay, a rickety, rotten looking thing sitting low in the water, but with a shrug, you work quickly in the current to reach it before you pass it and drift under the bridge.

LeylaDartha is a little hamlet of Elves crowded into the forest’s edge. Many of the houses are built into the trees, or the trees have grown around the houses, you are not quite sure, and it seems to matter none at all to the trees. The little hamlet is very small, but it does have an Inn and a healer. The lithe elf that runs the Galadh’Hall, gladly provided you and your future ex-companion with separate rooms. She seems genuinely glad to have guests of any kind, and warmly provides you with dinner and ale, free of charge.

You stay with the Elves of the little forest town of LeylaDartha for only a day. Many of the elves look askance at your shorten ears and broad jaw line, and while no remark is made, you feel less than welcome. Insilorwa, the keeper of the Galagh’Hall is very sorry to see you go, but aids you in booking passage on a cargo boat headed to Sulphur Bay. Having been there before, you know that you can easily get back to TwinOakton in about 2 days by horseback, or 3 days by carriage.

Kalik

Kalik wandered the underground passages of the ancient kobold city and marveled at the size and prosperity of his brethren. He has chosen to rest here after his last adventure, but now he was wondering where Io will send him next. The Kobolds of the city fought tirelessly against their Dwarven neighbors and rivals, and you had been asked to lead raiding parties and lend your power and might to the fight. You knew in your gut that this was the battle that should be sworn to Kurtulmak, not Io. You wandered the warren for one more day knowing that you would be moving on before the next meditation time. You stop to watch the metal workers toil, and you feel a small hand brush your elbow.

A youngling stares up at you with bright red eyes.
“Venerable elder. I am sorry to disturb you elder one; The All-Watcher and the Priest wish to speak to you.” You nod your accent and follow the young one to the temple.

The temple holds the All- Watcher, the elder sorcerer- priest, and a young female Kobold. The All-Watcher greets you and asks you to come listen to the tale of the young kobold. She tells you of having just arrived from a new tribe that they had established in a rich vein of ore and gems may leagues away. By her smell, she was a distant relative of the sorcerer-priest. Her tribe has been having issues with the fungus gatherers disappearing in the upper tunnels, and the search for the missing brethren turned up undead kobolds! She had come to beg assistance of the powerful sorcerer-priest to help them solve the disappearances and stop the abominations before they threaten the hatchery. You feel in your bones that there is more to be revealed. You agree to travel with the little female to the new tribe lair and see this mystery for yourself.

You are welcomed to the Uxonurethwer’jonal warren and you are swiftly introduced to the All-Watcher, the young Sorcerer-priest that resides here, and the Kobold merchant who backed the founding of this warren. The sorcerer-priest quickly tells you a brief history of the Uxonurethwer’jonal. They are a new warren set up to mine a vein of Platinum located deep underground. There is a nearby tunnel complex that is very old, and in some places, the Kobold tunnels intersect or run parallel to the older tunnels. Of the number of missing fungus farmers, most were taken or disappeared while tending a wild patch of fungus in this pre existing tunnel system. The undead Kobold was found wandering toward the hatchery from this basic direction. He also tells you that after the disappearances, scouting parties were sent out determine if there were any enemies in this old tunnel complex. They have found many openings that breach the surface, like a rabbit’s warren. There are two of note, and the sorcerer- priest thinks that the problem may lay at one of these openings.

The first one exits into a graveyard, near a human building, the area appears to be old, and scouts have seen humans there.

The second one ends in a very tiny hole. On the other side of the hole is a storeroom full of giant round kegs and wine racks. The Kobold merchant that deals with the human gem merchants at a nearby settlement identifies the place as “The Oak and Olive Inn.” The merchant suggests that he will accompany you to the Inn, and that it might be a good idea to hire some humans to scout the old tunnel complex and clear it out.

You have been staying at the Oak and Olive for 3 days when the spring rains set in, bringing a day long, dreary torrential rainfall, you sit next to the fire with Sari Aurix, the Kobold Merchant, watching the rain through the windows.

Blackthorn

Magnar

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