FELMONT 2, AC 1014: Back to Civilisation
Location: Raven Scarp, Thyatian Hinterlands. KW
Description: The Karameikan Polar Expedition finally reaches the Thyatian city of Raven Scarp. The leader of the expedition begins looking for a ship willing to take them back to Karameikos. (See Kl 20, Kl 23; Fe 4, Fy 4 .)
What This Means: The expedition is almost over. The Karameikans are looking forward to arriving home after so long.
FELMONT 3, AC 1014: Davinos' Complaint
Location: Mirros, Karameikos. KW
Description: In Mirros, Davinos (a Traladaran man of Kelvin) gains an audience with King Stefan and proposes that there be lesser taxes for a few Traladaran merchant families who were criminally hurt during the Thyatians' takeover of Traladara 40 years ago.
Davinos is later slain in the streets of Mirros by Karameikans of Thyatian descent and tensions mount between the Thyatians and Traladarans of Mirros. A civil war almost breaks out as the Traladarans begin to believe that the Thyatians are once again trying to enslave them. (See Fe 18.)
What This Means: Davinos' Complaint is an adventure detailed in GAZ 1: The Grand Duchy of Karameikos, p.17. A minor change for those who would play it out with their PCs is that Lord Yuschiev and his men also happen to be on the scene when Davinos is murdered. Instead of Emilio the Great then hiring the PCs to find out who is behind it, Yuschiev would himself ask them to help him find out the ring leader as he does not want to see a civil war start between his people and the Thyatians. Even though he dislikes Thyatians, he knows such a war would only kill his people and make them worse off than before. So Yuschiev, his men-at-arms, and perhaps the PCs he also hires (since they knew the murder was going to take place and must have some useful information) track down and pin it on the Veiled Society of Mirros.
Another reason Yuschiev is involved is to introduce the character of the novel "Dark Knight of Karameikos" into the setting of a Karameikan campaign. This event helps the Traladaran Lord gain the attention of the King who will reward him with the title of Baron next year (AC 1015). Perhaps one of his men in the adventure is Grygory (the main hero of the novel), who will be knighted once Yuschiev becomes a Baron. The novel "Dark Knight of Karameikos" takes place in the year AC 1018 as it mentions it's the 12th year on the throne for the King of Karameikos. The tension created by this adventure also helps explain the tension between the two Karameikan cultures that is very apparent in that novel. Basically, this just helps make the Mystara novel "official."
FELMONT 4, AC 1014: Heading Home
Location: Raven Scarp, Thyatian Hinterlands. KW
Description: With the expedition members now safely aboard the ship called Waterspout, they sail for Karameikos.
Much to their dismay, their newest member marks the ship with his scent to indicate that it's his territory. The crew is forced to get used to the smell of the tabi. Taxla apologises and promises not to "spray" his scent around. (See Kl 23, Fe 2; Fy 4, Fy 9.)
FELMONT 5, AC 1014: Village Torched
Location: Emirate of Makistan, Ylaruam. KW
Description: A village on the outskirts of the Emirate of Makistan is raided, all its occupants killed, and then burned to the ground. Investigation shows magic to have been used in the destruction of the village. The Magian Fire-Worshippers are suspected. (See Am 5.)
What This Means: The raid was staged by Mokamet-Qadi, a gnollish wokan. Last year, Thyatian agents approached his nomadic tribe (formerly a menace in the Emirate of Nithia) with offers of weapons and training if they would agree to harass the Ylari. Since this was what they were already doing, they agreed. Additionally, Mokamet-Qadi has recently acquired a Nithian spellbook, from whence came the magic he used to torch the village.
FELMONT 6, AC 1014: Huleans Face More Troubles
Location: 25 miles east of Mahasabad, Sind. KW
Description: A patrol of Huleans is ambushed and decimated near the town of Mahasabad. (See Fl 21, Kl 5; Ei 7 .)
What This Means: The Freedom Warriors are gaining more courage thanks to the leadership being brought to them by the Prophet. Anand, although never personally interested in politics or war, has turned out to be quite the tactician and has been planning daring raids on the Huleans.
Whenever they can, the Freedom Warriors give their spoils back to the people of the land. This has been turning them into great national heroes. The Freedom Warriors do not want to start a full scale war, as thousands would suffer and die for nothing. Instead, they contend themselves with guerrilla-warfare style hit and runs. They intend to humiliate the Huleans and hurt only them, not the innocent people of Sind.
When word gets around that the Prophet of Gareth is one of their leaders, the legends of Sitara spread even further throughout Sind. Some begin to claim that she must be an Immortal incarnation of Himayeti the Defender.
FELMONT 7, AC 1014: Revolts in the Territories
Location: Heldannic Territories. KW
Description: Throughout the Heldann Territories, many villages of Heldanners revolt against their cruel masters, the Heldannic Knights.
None of the minor revolts or rebellions last very long, and many of the peasants are executed for treason and heresy afterwards. (See Th 17, Ya 14 ; Fy 26, Ei 23.)
What This Means: The people of the Heldann Freeholds see that without their spells to back them up, now is the best chance to overthrow the Knights. Unfortunately, the commoners are badly organised, trained, and equipped, while the knights still have their discipline, weapons, and military training. Result: The Knights squash the majority of the rebellions, and only a few cause any real trouble to them.
Still, this is only the beginning as most peasants are still too afraid to try and strike at their masters. With time, more will join in the rebellion, and then the Knights will have a large problem to deal with.
FELMONT 9, AC 1014: Hunters Return
Location: Othmar, Kingdom of Eusdria. SC
Description: The adventurers and knights sent out to hunt Huptai shamans have returned to Eusdria. Only about half the groups seem to have survived. They report having slain over two dozen shamans. (See Ya 7, Kl 3.)
What This Means: The King of Eusdria hopes that they have managed to defeat enough of the shamans. Unfortunately, the only thing he can do now is wait and see if the amber lotuses will continue to prosper or wither away.
FELMONT 12, AC 1014: Kobolds Flee Soderfjord
Location: Hardanger Mountains near border of Rockhome, Soderfjord Jarldoms. KW
Description: After several weeks of chasing the kobold horde, Ragnar and his men manage to chase Psa'gh's horde out of Soderfjord and into the mountains of Rockhome. Ragnar declares the war a victory and the kobolds no longer a threat to Soderfjord. They begin heading home. (See Kl 25, Kl 28 ; Fe 17, Fe 24.)
What This Means: Kobolds have never been good at direct combat with humans, preferring to rely on traps and stealth. Since the humans knew where the Falun Caverns were, Psa'gh realised that their chances of victory in the caverns were slim. He has now fled into the dwarven mountains of Rockhome in the hopes of setting up a new lair.
Just to make sure they do not come back, Ragnar leaves a few patrols to watch the border for any returning kobolds.
FELMONT 15, AC 1014: Glantri Boycotts World Games
Location: Glantri City, Glantri. KW
Description: The Council of Princes of Glantri announces that Glantrians will not submit to staying simply in one foreign quarters in Ylaruam or wear ridiculous outfits because they are mages elsewhere in Ylaruam. Since their diplomat was unable to come to better arrangements with the Sultan of Ylaruam, Glantri declares that they will boycott the World Games in Ylaruam. (See Kl 15, Kl 26; Fy 15, Fy 22, Fy 28 .)
What This Means: Synn has once again used her influence on the Council to isolate Glantri from the rest of the world. Playing on the fact that wizards must ridicule themselves in colourful robes while in Ylaruam, she has managed to convince them that going to Ylaruam would only embarrass them and make a mockery out of Glantri. Glantri therefore backs out of the game, and the rest of the world begins to see them as stuck-up and arrogant once more, just as Synn wants it to turn out.
Synn, however, sends her own agents to the World Games (as non- Glantrians) as she hopes they will make contacts in the rest of the world that can become useful to her later on.
FELMONT 16, AC 1014: Knights Visit Lothar
Location: Lothar, Nithia, Straight of Lothar. HW
Description: A group of six Heldannic Knights arrive by foot at the town of Lothar. They appear to have been in the wilderness for some time now, as most of their equipment is in real bad shape.
The Knights soon meet with Uart-neter Semsu. The lord of Lothar accepts the Knights into his city provided they obey the rules of Nithia. Sir Friedrick von Dreiburg is the leader of the party of Knights. (See Fe 28, Fy 8 .)
What This Means: These Heldannic Knights are survivors of a crashed Warbird from back in Vatermont of AC 1012 (See PWA3). Their skyship was shot down into the Sea of Yr by the Alphatians, and most survivors were taken prisoner by the Alphatians. This small group managed to both survive the crash and avoid capture. They have been living in the wilderness along the Western Sea of Yr ever since.
A few days ago, one of them spotted the city of Lothar, and when he determined it was not hostile against the Heldannic Knights, he returned to get the others.
Although at the moment, the Heldannic Knights only want to recuperate and rest, it is only a matter of time before Sir Friedrick tries to add Lothar to the Heldannic Territories.
FELMONT 17, AC 1014: Kobolds Flee Again
Location: Makkres Mountains, Rockhome. KW
Description: Psa'gh and his horde encounter a tribe of giants who control this section of the mountains of Rockhome. The kobolds are quickly forced to flee the area before being decimated. Psa'gh decides to head northeast and hopefully enter Soderfjord undetected. (See Kl 28, Fe 12; Fe 24, Fy 6 .)
FELMONT 17, AC 1014: Great Migration Poised
Location: Khurish Massif, Sind. KW
Description: Hool is ready to make his move south. His army, now 6000 strong, is poised to run south towards the Atruaghin Plateau. He plans to drive his way along the Sind/Darokin border, then make his way to the plateau of the Atruaghin Clans. (See Kl 2, Kl 22; Am 1 .)
What This Means: He actually stands a better chance than he thinks, given the troubles the Freedom Fighters are causing in the Nagpuri region.
FELMONT 18, AC 1014: Veiled Society Caught
Location: Mirros, Karameikos. KW
Description: The violence in Karameikos ebbs when Lord Yuschiev, a Traladaran landed-lord, and his men discover and prove that Davinos' murder was orchestrated by Traladarans of the Veiled Society hoping to stir up anti-Thyatian feelings, and not by Thyatian Karameikans.
Even with the end of violence, the tension that has risen between the Karameikans of Thyatian and Traladaran descent unfortunately remains.
King Stefan is very grateful to Yuschiev and his men for helping stop a possible civil war before it started. (See Fe 3 .)
What This Means: This is just the wrap up of the adventure of Davinos' Complaint, which started Felmont 3.
Also, more than likely any PCs involved (having been hired by Yuschiev) in this adventure will receive the title of Court Lord from King Stefan as a reward.
FELMONT 24, AC 1014: Thar's Invitation
Location: Makkres Mountains, near Rockhome/Vestland border. KW
Description: Psa'gh and his wandering horde encounter a group of orcs of Thar's tribe, who invite the kobolds to join with the great King. Although not wanting to submit to an orc, Psa'gh believes he can work something out with the great orc leader he has heard so much of from the orc's rule in the Broken Lands. The horde of kobolds and gnolls makes its way toward the Makkres Mountains in Vestland. (See Fl 27, Ya 28; Fy 6 , Fy 8.)
What This Means: Psa'gh and Thar have already made a truce not to attack each other last year, but now it seems as if the two just might indeed join together, and that would make their forces rather hard to defeat.
FELMONT 28, AC 1014: Failure to Convert
Location: Lothar, Nithia, Straight of Lothar. HW
Description: For a few days now, the Heldannic Knights in Lothar have been preaching about the glory of Vanya and the Knights, trying to convert the Nithians to their way of life. Not a single Nithian seems to care one bit about their way of life, preferring their own.
A few of the Antalians present, however, listen carefully to what is being said. (See Fe 16; Fy 8, Fy 17 .)
What This Means: The Spell of Preservation is keeping the Nithians to their original way of life, hence they ignore the Knights' directions to change philosophies. The Antalians, more concerned with glory than the Nithians, are easier targets, but still will not convert fully.
Sir Friedrick and the Knights begin planning another method of taking over the city of Lothar.