* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Hytiliaph Started at 08-08-04 03:45 AM by chimpman Visit at http://forums.gleemax.com/showthread.php?t=289694 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : chimpman Date : 08-08-04 03:45 AM Thread Title : Hytiliaph Just a little back story I've been kicking around to try and flesh out Hytiliaph. *** Malitia bent down low and picked something shiny up off the ground. “The beast definitely comes through this corridor on a regular basis.” Averitum surveyed their surroundings. The mountains rose up on either side of the party like giant black teeth, covering the secluded valley in constant shadow. A waterfall cascaded off of the peaks and into a clear mountain lake before them. Jagged, moss covered rocks jutted up around the lake’s southern end. “Are we alone?” he asked Malitia. She tucked whatever it was that she had picked up into a pocket on the inside of her tunic and dashed off into the underbrush. The birds and crickets quieted their chirping. After several minutes Malitia reappeared and the nearby animals resumed their calls. “It’s clear. I don’t think he’s been here for a ten day.” “Well,” grunted Averitum, “this is as good a place as any to lay our trap. Get to work you slugs.” *** “You sure this thing will work Demetrion? It seems like we’re taking a pretty big chance putting our faith in this trinket you’ve constructed.” Malitia inspected a black tipped arrow at arms length as she lounged among the jagged rocks. “It better work,” said Averitum standing by the lake side. “We’ve invested our entire collective wealth into this little expedition.” “If you can hit the wyrm, it’ll work.” Demetrion looked up distractedly. In one fluid motion Malitia placed the arrow back into her quiver and plucked another one of those shiny objects up from among the rocks. “Now, if you wouldn’t mind, stop distracting me… I have preparations to make…” Vendo and Proelium were also busy with their own preparations. Proelium was stalking the length of the clearing, intoning the name of Vanya and sprinkling oils and powders about. Vendo spent most of his time on the outskirts of the clearing, in the underbrush or at the water’s edge. Time was of the essence. None of them knew when the dragon would be back. *** The sun was high in the sky and the wind had just died down. Demetrion licked his lips and tried to swallow the dryness out of his mouth. He was prepared. The wards and traps that he had set were in place and ready. The birds went quiet and a rush of hot air nearly knocked Demetrion over. The dragon knew they were there, of that they were certain. In fact they were counting on it. If all went as planned, the Arrow of Binding he had crafted would bring the wyrm crashing out of the air. Then it was up to Demetrion and his fellows. Demetrion felt a hefty clap on his back and looked up to see Avertium. “Look sharp, it’s coming around for a second pass.” Demetrion looked up, but something was wrong. Malitia was scrambling to the top of a tree at the far end of the clearing. The dragon made a barrel roll in the distance and Malitia raised her bow. The profile was wrong. The wings were manta-like, not bat-like, and as the dragon turned it glittered in the sky. “It’s not a red.” “What?” said Avertium. “It’s not a red.” Demetrion repeated. “You said it was. We have the wrong dragon.” “Keep focused Demetrion!” Avertium nearly ripped his sword from its scabbard. “We have too much at stake here! That’s a dragon damn it. It’s a menace. I don’t care what color it is. We’re going to kill it!” No, Demetrion thought to himself. What was it Malitia had said before? It comes here on a regular basis. It comes here. What evidence did she base that on? What was she constantly picking up around the site? Demetrion had been too engrossed in his preparations to notice. Scales? Did they clean the site before bringing Demetrion here in order to remove most of the evidence? But that would mean that the others had known all along. “No!” Demetrion yelled, but it was too late. The gold dragon flew over the lake and was nearing the jagged rocks at the south end. It was more than the group could have hoped for. Malitia let loose the arrow and it slammed into the dragon’s chest. Whispy tendrils shot out of the wound entangling the dragon’s limbs and wings and with a mighty roar the beast came crashing down into the rocks. “No,” Demetrion said again, this time to himself. “I won’t let you do this.” As Avertium raised his sword Demetrion pulled a slim wand from his sleeve and pointed it at the warrior’s back. *** Hytiliaph first mated with the gold wyrm Meryitharia in 935 AC at the age of 125. This union produced 5 offspring, 2 females (Felminaria and Marilithal) and 3 males (Oeraphon, Taralinaf, and Tiliatherum). The two wyrms raised their clutch together for ten years, but in 945 AC they decided to part ways. Neither dragon was ready for a long term mate. Meryitharia took with her Oeraphon, Marilithal, and Felminaria, while Taralinaf and Tiliatherum stayed with their father. Both wyrms remained in contact and still took active roles in the raising of all of their wyrmlings. In 950 Felminaria left her mother’s lair but did not go far. She had befriended the local elven tribe and wished to study with their elders and learn their ways. Two years later Tiliatherum left his father’s lair to travel to far off lands in search of ancient knowledge. *** “Damn.” “What is it Yuri? What do you see?” Yuri took a deep breath and twisted the Farseer he had held up to his eye. “Damn,” he said again, but the others could already make out the scene over the distant mountain peeks. Sergei leaned back in his saddle. “Fire in the sky…” They all knew what that meant. Yuri’s mount shifted beneath him and let out a frosty grunt. “It’s that damn fool Demetrion.” A chorus of voices rang out behind him and his commanders shouted to regain control from the men. “Enough!” Yuri called, and all fell silent. “What do we do now?” asked Guntar. Yuri still found it strange to look upon the face of the young Thyatian and think of him as an ally. No, not Thyatian. Hattian. There was a difference, and Guntar was an ally. Sergei twisted on his mount. Looking behind him he addressed the men and drakes as his sword rasped out of its scabbard. “We have no choice now. Our lot is cast.” He raised his sword above his head shouting, “For Yuri! For Traladara!” More swords were drawn and lances were leveled. “No,” Yuri said, slapping the Farseer against his thigh compressing it. He stood up in his stirrups, greeted by grim faces all around him, “There is always a choice.” Several of the ice drakes flapped their wings in anticipation, but their riders held them back. Yuri raised his voice so that all could hear. “There is always a choice. Our choice remains the same. To bend knee before Empire... or to be free!” A great cheer echoed from the mountaintops. As one, the men around him shouted out “Freedom!” “Then now we must act!” A small change in pressure on the stirrups and Yuri’s dragon mount leapt into the air. He did not look behind him. He did not need to. He knew the mind of his men. Roars and the flapping of massive wings filled the cold air behind him. *** In 960 AC the Alphatians attacked Thyatis in what would later be known as the Spike Attack. Demetrion called upon the support of his old friend Hytiliaph and the old wyrm was honor bound to answer the call. Hytiliaph and Taralinaf met the initial Alphatian attack but were driven back (perhaps by the betrayal of the Order of the White Wyrm). Hytiliaph was severly wounded and Taralinaf was killed. Taralinaf’s death sent his mother into despair. Marilithal tried to console her mother but to no avail, while Oeraphon flew to his father’s side, itching for revenge. Meanwhile, Felminaria and the elves were fighting their own guerilla war against the Alphatians, but when she heard of her brother and father, she also rushed to his side. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : havard Date : 08-09-04 11:00 AM Cool stuff! I like how Dragons are slowly becoming more than just monsters you can kill. Perhaps this could be the first of an entire series of the Wyrms of Mystara? ;) Havard -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : chimpman Date : 08-09-04 12:26 PM Thanks Havard, I had planned this as the introduction to Triple Peaks, Hytiliaph's lair, and Demetrions sometimes abode. My intent was to build up a Thyatian/dragon stronghold used for RaF and KotA training ground with a believable background story. The rest may come later, but for now I'm off on vacation. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Spellweaver Date : 08-10-04 04:10 AM Thread Title : Dragons... Originally posted by havard Cool stuff! I like how Dragons are slowly becoming more than just monsters you can kill. Perhaps this could be the first of an entire series of the Wyrms of Mystara? ;) Havard A very interesting read to be sure. I am looking forward to the next post :D In the meantime, I can recommend to everyone to check out Bruce Heard's "Who's who" of the dragons of Mystara at the Vault: http://www.dnd.starflung.com/whoswho.html It has some cool information as well. :-) Jesper -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : chimpman Date : 08-30-04 09:58 PM I lost what I posted on the 25th, so I'm reposting it below. Enjoy. More will come soon. *** The ancient dragon bones that bound together the unliving ship creaked and groaned as it made a steep bank to the starboard, breaking off the attack. “Master Alketh! What are you doing? We must attack!” the young Randel adjutant was nearly beside himself with apoplexy. “We are engaged sir! The Grand Marshal has ordered us to engage the enemy, yet you turn tail and run!” From under his hood, the hunched figure of Alketh ignored the young Randel officer. “That fool Tylion’s war is lost.” With an imperceptible nod to the darkness behind the adjutant, Alketh turned to look over the railing of the skyship’s bridge. A gray figure stepped forth from between the shadows and promptly put a knife in the young officer. Blood streamed from his mouth as he crumpled to the deck. “Bring Dverithon about. We are returning to Blackheart.” The gray figure nodded curtly to Alketh, its dead white eyes unblinking and it sidled up next to him near the railing. “Would you risk the Emperor’s wrath?” “This war has sealed Tylion’s fate. He will not trouble us.” “And the Randel?” Alketh waved his had over the rapidly receding battle behind them. Smoke and flame mixed with bolts of lightning as gold dragons flew among the Alphatian skyships. “Soon they will trouble us no longer. Unfurl the dragon wings. You know the part you play.” The dead creature nodded as Alketh pulled a large golden mask from the folds of his cloak. Alketh stretched the mask between his arms to reveal the striking head of a gold dragon. “Mord. Adnem. Taralinaf.” Alketh muttered from under his dark hood and the mask took on a shadowy countenance. He handed it to the dead thing saying, “Do not fail me.” The dead thing nodded for the last time and stepped back into the shadows. *** “That ship off in the distance. It’s breaking away from the others. Do you see it?” The wind rushed over the Vyalia Glynwyth, taking the words right from her mouth. Her mount Felminaria heard her none the less. “Do you see the sails it is raising?” A deep rumbling filled the void all around Glynwyth as her mount, and longtime friend replied, “I see it.” The prow of the ship was made of a gigantic dragon’s skull. The rest of the vessel was covered in what once must have been the rest of the beast’s now brown with age bones. From between double masts shaped like the giant claws of a dragon’s wing bone the ship unfurled brilliant golden sails. The sails could only be one thing. Wings torn from a gold dragon. The wings of Taralinaf… of Felminaria’s dead brother. “That must be the ship,” rumbled Felminaria, “…the one that murdered Taralinaf.” The sending came almost right away. Even with all of the wind blowing in her ears, Glynwyth could hear the voice of the human mage clearly. “Maintain attack. Do not break off.” The elven princess felt a slight twinge run through the muscles on her mount’s back, almost as if Felminaria could hear the sending herself, or feel it… perhaps she could. “What is it?” the dragon rumbled in that deep voice she had. “It’s Demetrion. He says to let that abomination go!” Glynwyth had to shout at the top of her lungs just to hear herself, though she had no doubts that the dragon beneath her could have heard her words had she whispered. The hesitation in her mount was slight, but lasted not even a moment long. “No,” the dragon growled. Glynwyth needed no prodding. She wanted revenge for her friend nearly as much as Felminaria did herself. She spurred Felminaria on by squeezing her knees slightly against her mount’s flanks. *** “Are we pursued?” Alketh asked the helmsman. “Yes my lord.” The helmsman held the Farseer to his eye and adjusted it before replying further. “One of the gold beasts has broken off its attack of the Randel and now makes its way toward us. “Which beast is it, the large one?” The helmsman hesitated for a moment, and Alketh let out a sigh of discontent. He knew what the helmsman’s answer would be before it was spoken. “No my lord… I’m sorry. It is one of the smaller beasts that flies toward us now.” Alketh waved the man away. “It’s of no concern,” he hissed from underneath his dark hood. “Send the ship into a list, as if it were damaged. Ready the boltmen.” Alketh would just have to make due with the catch he was given. *** “She’s front heavy, and listing off to starboard,” Glynwyth shouted. “Must have taken some damage already!” Off in the distance behind her the others were locked in a battle to the death. The fighting was still fierce, but Glynwyth was confident that Demetrion and Hytiliaph could pull off a victory and prevent these Alphatian ships from reaching Thyatias City and resupplying their comrades there. Without more troops the Alphatians controlling the capital wouldn’t be able to hold onto their prize much longer. Glynwyth and Felminaria should have been in that fight as well, but this was one Alphatian they were not going to let escape… not at any cost. Felminaria roared as she dove in from above and behind the damaged skyship. Several streaks of lightning stretched out, nearly singing her scales. Glynwyth pulled her friend back. “They may be hurt, but they’re not out of the fight yet!” she shouted. The boltmen had fired just a bit prematurely. Had they waited a few extra moments both Glynwyth and Felminaria may have been charred fairly badly. “She still packs quite a punch. Swing around to her port side. We’ll try coming up on her belly!” No bolts shot forth from the ship as the two dove beneath it. Felminaria let loose with a mighty roar as a stream of fire spewed from her mouth to hit the belly of the skyship. As the passed beneath the ship and its great shadow encompassed them Glynwyth felt a shiver run down her spine. Something wasn’t right. Glynwyth didn’t have long to ponder her feeling. One minute she was flying beneath the skyship, and the next she was fighting for her life. A cold, iron grip clamped down around her neck and something that felt like a steel mallet began crashing against her skull. Glynwyth fought just to remain conscious. She thrust her elbows into whatever was behind her, but to no effect. After what seemed like an eternity, but must have only been a few moments, she heard a loud snapping noise. The straps that held her in her saddle were severed and Glynwyth found herself floating through the air. *** It was too late. Thought he and Hytiliaph rushed to the aid of the dragon’s daughter, Demetrion knew that they were too far away to help. With magic enhanced sight Demetrion could see Felminaria’s rider being thrown from her back. Blast that damn haughty elf! Why didn’t she listen when he told her to hold back? Ectoplasmic fibers and tentacles sprung forth from Felminaria’s new rider and entangled the dragon’s wings. The young dragon came crashing to the ground. Demetrion winced. She was probably close enough to the ground that the fall would not be fatal. Still they were too far away to reach her. Perhaps another two minutes of hard flying before they came to her side. That was not enough time. Demetrion gasped and then swore as he saw a figure place some kind of shroud over the unconscious dragon’s form. Then everything around her went black. When the darkness cleared away like a mist, neither Felminaria nor her unknown attacker were anywhere to be seen. Beneath him Hytiliaph gave such a roar of anguish that Demetrion could hardly keep from shedding tears. He looked back to the sky. There was at least one other who they could make pay for this cruel day, but Demetrions hopes were shattered. The evil looking skyship had also vanished from sight. *** Together with rebel bands of elves and Thyatians, the dragons led their own personal war against the Alphatian invaders. Meryitharia sequestered herself in her lair and slowly became estranged to her former mate and offspring. The Alphatians were finally driven out, but not without cost. During the battle Felminaria was captured and spirited away to Alphatia (perhaps to Blackheart). Meryitharia believed that her daughter had also been killed and the others did not dissuade her from this for fear that she would mount a suicide attack against the Alphatian wizards. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : chimpman Date : 09-07-04 12:40 PM *** The cool scent of pine blew gently through the forest glade. Squirrels jumped through the tree branches overhead and somewhere nearby a family of woodpeckers was setting in stores for the winter. For several days now Glynwyth’s tears had been dry. She still felt like crying, but could not find the strength. Quiet came over the animals. Glynwyth could sense them move away from the glade even though she couldn’t see many of them. None of her clan had disturbed her since she began mourning, and none of them would. This was the moment she had been dreading for all these long days. He was here. For several minutes he didn’t say a word. Glynwyth didn’t turn to face him, but she could feel those golden eyes boring into her. She wondered then if he would kill her. I deserve it, she thought. I’m the reason Felminaria is gone. Remaining kneeling she tensed as she felt him draw nearer to her. Glynwyth prepared for the worst. I won’t fight it, she thought. At least it will end my suffering. “She is alive.” The words hit her like an avalanche. She turned to face the father of her best friend, but found she could not speak. She could hardly draw breath from the news. When none of her own clerics or mages had been able to determine Felminaria’s fate, Glynwyth assumed the worst. The elf standing before her was beautiful to behold. Rich robes in green and gold flowed over his tall lithe frame. Golden hair blew gently in the breeze. His eyes, deep pools of gold with only a trace of pupils, stared at her… stared through her, without blinking. As if sensing the questions she had, he spoke again. “Demetrion knows the right questions to ask.” A small grin flashed across his face, but only for a moment. Sadness replaced it instantly. “She is alive, but in torment. She is hidden, but I know where to find her. I will. I will bring her back.” Tears welled back in her eyes unbidden. Glynwyth’s view of the elf standing before her clouded over, and she began to sob again. “If you would help… you know where to find me.” With that said he left, and Glynwyth collapsed to the ground. *** Shortly after the spike attack Hytiliaph fell in love with the elven princess Glynwyth. Hytiliaph took in his fallen son’s offspring and is raising them as his own. Oeraphon and his brood moved away from his mother and back to Triple Peaks. There the two dragons and their allies prepare a strike force strong enough to rescue Felminaria. Next post will start to detail Triple Peaks, Hytiliaph's lair and base of operations. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : chimpman Date : 09-11-04 01:03 AM Thread Title : Hytiliaph's Mountain ANCEPES TRIGEMINUS There is a place that exists deep within the Altan Teppes mountain range just north and east of present day Goldleaf. It is a quiet valley surrounded on three sides by tall jagged peaks. Now known as Ancepes Trigeminus, the place has always been one of power. When the world caught fire, Ancepes Trigeminus provided shelter. The peoples of the Lost Nation used it as a fortress, withstanding attacks from the Darklands, and launching their own. Now it is home to the gold dragon Hytiliaph and his allies. Hytiliaph took the lair as his own in the early 900s AC. He explored and expanded his lair for several years. When the mage Demetrion befriended him in late 933 AC, the two delved deep into the secrets of the place. In 935 AC Hytiliaph and his then mate, Meryitharia, raised their first clutch of wyrmlings there. For nearly 30 years Ancepes Trigeminus remained quiet and peaceful. Hytiliaph raised a portion of his clutch there and was only interrupted occasionally by his arcane friend Demetrion. In 960 AC the peace of Hytiliaph, along with the rest of Thyatis, was shattered. His son Taralinaf was killed during the initial Spike Assault launced by the Alphatians, and his daughter Felminaria captured and spirited away at the end. Ancepes Trigeminus roared back to life. For the next 40 years Hytiliaph steadily built up his power base from that place. Now creatures of all sorts dwell there, loyal to Hytiliaph and his cause, waiting for the day when they can take retribution for the horrors committed during the Spike Assault. Hytiliaph can count among his allies the elven princess Glynwyth (his current mate) and her clan of Vyalia elves, Demetrion and the Thyatian empire, and even celestial ambassadors from the Immortals themselves. And the gold dragon has secrets as well. Dark secrets. Secrets lost to time… or purged from it. The time for retribution draws near. As the Thyatian millennium draws near tensions between the great empires are rising. Hytiliaph will strike soon at the heart of Alphatia. He will bring his daughter back. He will make the Alphatians sorry for their transgressions. PRIMANCEPES Primancepes is the peak that Hytiliaph took for his own home. It is divided up into three major sections, each one newer than the last. The first section is the oldest, built long ago by the peoples of the Lost Nation. The section, dubbed the “Caverns of Secrets” by Demetrion remains sealed off, and largely unexplored. Both Demetrion and Hytiliaph have some idea of what lies within it, but have refrained from plundering it. They seek to learn more about the ancient chambers through other means. Slowly but surely they are building up their knowledge of the Lost nation through their studies. Many of the portions of the second section were also originally created by the Lost nation. Hytiliaph took these chambers as his own when he laid claim to Primancepes, and modified them to suit his needs more closely. Many of the chambers here have been enlarged to allow the passage of a fully grown dragon, and it is from these chambers that Hytiliaph and Meryitharia raised their young. After 960 AC the last section of Primancepes was excavated. Hytiliaph invited the Thyatian Empire to establish a small base here from which they could train their Royal Air Forces. Knights of the Air also maintain a presence here (as well as on the other peaks of Ancepes Trigeminus), as does Hytiliaph’s long time friend and mage Demetrion. Level 1 /---P7 / / | | P8 / | / / P6---/ /---P11 / / / P10 P5 s---/ | / u | P9---\ \ P4 / \ \ \ / \---------P18-\ \ / | | P3 u s | | \ | | \--\ P15 P16 P17 | | \ | / | P1-----P2------------s-/ | | \ | u--| P13 \ | \ P14-P12-P14 P19 / | \ P14 P14 P14 Level 2 /-------d /---/ / |s-P20-\ \ \ | d | / | | | d s |--| | P21 P1 – THE WINDING PATH Those wishing to reach the abode of Hytiliaph near the tip of the peak on Primancepes may travel the winding path to reach it. The trail head starts in the valley below the three peaks, and winds its way all the way to the top of Primancepes. It is well marked at its base by a pair of huge stone statues carved from the foot of the mountain itself. The statues are gigantic figures both seated in thrones. The trials of time have not been kind to the statues, but one very clearly bears the head of a canine, while the second is most likely human. At various points along the switch backs that form the trail smaller statues of a similar make line the way. It takes a hardy traveler about 5 to 7 days to traverse the trail, depending on weather conditions. P2 – ENTRANCE Two more statues similar to those at the base of the Winding Path stand guard over the dark cavern that penetrates the mountain side here. These statues are made of green serpentine and both sport the head of a jackal. Both statues are actually stone golems (CR 11 – MM) that Hytiliaph rescued and restored from caverns deeper in the complex. They have orders to block the passage of any who wish to enter from this route, unless Hytiliaph personally grants the visitor leave to enter. P3 – ANTI-CHAMBER This large chamber is where Hytiliaph entertains most of his guests. It was enlarged from a pre-existing chamber, and portions of two walls (the south wall and half of the north wall) still bear glyphs and embossments from the Lost Nation. In the north wall is a pair of heavy iron doors (locked DC 35). To the east of the doors a narrow stairway leads down into a section of the chamber that was obviously expanded after its original construction. A wide balcony looks down into the deeper sections while a second balcony overlooks the first from the opposite wall. In the far north eastern wall of the chamber is a large cavern entrance. Hytiliaph usually greets his guests here. In dragon form he can rest comfortable in the expanded section of the chamber while discoursing with those on the first balcony. Sometimes he prefers to take a smaller humanoid form, and in these instances he journeys up the stairway to speak with his guests face to face. The second balcony hides three Dread Guards (CR 2 MMII) with short bows. They will fire upon anyone that attempts to open the locked door, or journey further through the caverns without being accompanied by Hytiliaph. If the northern door is forcibly opened (without the key), a magical trap is triggered that summons a Lupinal celestial guardian (CR 5 MMII). The Lupinal calls out an alarm before engaging any intruders. P4 – THE LOST GUARD A heavy door covers each of the entrances to this chamber. Both doors are made of reinforced iron, locked, and warded with magical traps. The southern door leads to area P3. Its original wards have been broken (by Hytiliaph), but the dragon reinstalled his own wards as soon as he learned the purpose of this chamber. The northern door has never been opened since its creation nearly 1500 years ago. The chamber’s other guardian, a Crypt Thing (CR 3 FF), has been here just as long. It is clothed in the styles commonly worn by kings of the Lost Nation, though its garments are now old and tattered. Hytiliaph converses with the Crypt Thing on occasion, and has been able to glean some considerable amount of information regarding the Lost Nation From it. If anyone other than Hytiliaph or Demetrion enter this room, the Crypt Thing will warn them away saying that it guards the prison of an ancient evil. It will only attack those who attack it, or who attempt to open the north door. Long ago, during the corruption of the Lost Nation, a select few individuals of that country recognized what was happening to their homeland. They fought back against the evil that was destroying their land, and managed to imprison one of its minions here. Alas for them, they were too late. Irreparable damage had been done to the Lost Nation and the Immortals themselves finally turned upon it and destroyed it. P5 – ENTOMBMENT CHAMBER The corridors here are lined with large stone blocks, many of them weighing more than a ton. The air is dry and stale, and no signs of life, recent or otherwise, can be seen anywhere. At regular intervals large recessions are carved into the walls, each one of them containing an ornate upright sarcophagus. Long ago the last fanatical followers of Entropy were entombed here as an eternal punishment for their transgressions. They exist here still, though not alive. Each sarcophagus holds a Mummy (CR 3 MM) that will attack as soon as its resting place is disturbed. P6 – CHAMBER OF THE DAMNED Deep gouges in the stone cover the interior this room, especially near the doorways. Any ancient frescos or glyphs have long since been destroyed. Fragments of painted plaster and stone litter the floor. Here, one of the leaders of the Lost Nation’s dark cult has been trapped for centuries. Consumed by evil and hatred, the once mortal continues to exist as a Bodak (CR 8 MM). It has been trying to claw its way out of either doorway (with little luck) ever since it was entombed. The bodak will escape if it can, but what it really wants is to free its old master in area P8. There is no place for it to hide however, and when this chamber is breached it will be standing on the far wall. P7 – ENTOMBMENT CHAMBER This area is identical to area P5 above. P8 – BOUND EVIL The walls of this room curve around to form one large circle. Every inch of the walls is carved into obscene reliefs. Statues of creatures with tentacular heads and bodies like eels with three long hooked tails are spaced at equal distances along the room’s edge. The center is dominated by a single large fountain, spraying forth black flames. A Palrathee demon (MMII), Fiend of Blasphemy(Level 5, total CR 13)(FF) is bound within the flames of the fountain. It has the ability to change the flames to any color that it likes, and can communicate telepathically with anyone who enters the room. This demon was the orchestrator behind a foul cult in the Lost Nation, a cult which ultimately contributed to the once powerful country’s downfall. Although Hytiliaph has never physically penetrated this far into the cavern, he is aware of the demon’s existence here. He and Demetrion are planning to breach this cavern sometime in the near future, question the demon as much as possible about the Lost Nation, and then dispatch it. Since they will only get one chance to have their questions answered, they are spending as much time and effort as is possible to formulate them. P9 – FAKE HOARD ROOM Once a vast natural cavern, this place was modified long ago by the Lost Nation, and more recently expanded even further by the dragon Hytiliaph. A small chamber slopes upward to the north. Filled with humanoid furniture (desk, devan, chairs, and shelves), this is used by Hytiliaph as a study when he is in humanoid form. The northern and eastern walls of the old Lost Nation chamber have been broken away, and the room expanded into a large cavern. The far end of the cavern floor is covered with gold and jewels. Also amidst the treasure hoard is a swarm of Hoard Scarabs (CR 5 Draconomicon). Characters who look hard enough will be able to discern that portions of the hoard are actually moving about on the ground. Hytiliaph comes here and wallows in this shallow hoard (which is really just a portion of his true wealth) and allows the scarabs to clean his hide of parasites. On the north wall directly behind the hoard is a large stone boulder which Hytiliaph can roll away in order to reveal a large passage leading deeper into the caverns (and eventually to his real hoard room). P10 – INNER GUARD ROOM One of the few chambers constructed by the Lost Nation that was not expanded by Hytiliaph, this is a long and wide columned room. The floor slopes downward from the west to the east. Thick columns line the length of the chamber on either side. The columns are embossed with intricate carvings, and the walls behind them are painted in vibrant colors that have withstood the trials of time. Studying the pictographs on the walls may reveal several secrets about the Lost Nation. Two armored Dread Guards (CR2 MMII) stand guard before a pair of iron bound doors that reach all the way to the ceiling. Their orders are to attack anyone other than Hytiliaph who approaches the doors. The real danger however, comes from the first two columns in the room. They are in fact Caryatid Columns (CR 6 FF) and as soon as someone approaches the door on the far end, they come to life and attack from behind. P11 – HOARD ROOM Hytiliaph enlarged this chamber to a comfortable size. He has more than enough space to maneuver around this room with ease. Here he stored the bulk of his treasures, including many of the larger objects of art and magical artifacts that he has managed to collect over the years. Several years ago Hytiliaph picked up a stray Ravid (CR 5 MM) and decided to keep it as a pet. The Ravid accompanies Hytiliaph out of the lair occasionally, but it enjoys flying around this chamber and playing with Hytiliaph’s “toys,” animating portions of his hoard to follow it. The Ravid is extremely protective of his master, and will attack anyone who enters this cavern viciously. The Animated Objects (CR variable MM) that follow it around will also attack. Unfortunately for anyone trying to steal Hytiliaph’s hoard, they are more likely than not to destroy large portions of it just fighting for their lives. P12 – STABLES This large semicircular room is filled with rows of stables, all radiating from the center of the room out to the rim. Five sets of double doors are spaced equally about the diameter of the room, each one leading to one of the five landing strips jutting out from the mountainside. The stables are large enough to house 50 Griffons (CR 4 MM), or other large flying beasts, and all of the equipment necessary to maintain them. There are rarely more than 5 here at any given time, except under extreme circumstances. P13 – BARRACKS Several small rooms filled with cots and bunks make up the barracks. There are accommodations here for nearly 100 men, 50 animal riders and nearly the same amount of support staff. Each cot or bunk has a locked strongbox beneath it, to be used by the Thyatian soldier stationed there. Royal Air Force soldiers and support staff share bunks, while those in the Knights of the Air have slightly more comfortable quarters. P14 – AIR STRIPS/SKY DOCKS Five of these stone ports jut out from the mountainside in a sunburst patter. The strips are wide enough for a flying mount to find purchase during landing. At the end of each one is a large set of double doors that leads into the stables. There are usually several Thyatian soldiers with Farseers stationed on a few of the docks. They spend most of the day scanning the air space around Ancepes Trigeminus for signs of any activity. Griffon rider patrols fly from hear throughout the day. They fly over the valley below and then out about 5 to 10 miles in a random direction from the peaks before returning. P15 – GUEST SUITE/VALAXII This suite of rooms is large and well apportioned. Though built in the Thyatian style, there are many elements of the room that speak of the Lost Nation. Some of those elements are obviously recent… facsimiles created by Thyatian craftsmen, but others are original pieces of artwork, brought here from other portions of the complex. Valaxii, Handmaiden of Ixion, an Astral Deva (CR 14 MM) currently occupies this suite of rooms. Sent here to treat with Hytiliaph on behalf of her god, Valaxii has been offering the dragon advice on creating a strike force to save his daughter. Valaxii’s entourage is minimal, but includes several Lantern Archons that can be found wandering about the Thyatian quarters. P16 – GUEST SUITE/HYPHANIF This suite of rooms is apportioned similarly to that in area P15, though it may be slightly more opulent. Hyphanif, a young gold dragon and son of Taralinaf, resides here in humanoid form. His two surviving siblings have been assigned as wards of the Imperial Court, and are beginning their studies under Thyatian tutelage, but Hyphanif chose to stay with his grandfather. He trains here most days with his companion (a Knight of the Air). The two spend at least 8, and sometimes more, hours in the air above the peaks. When not flying, Hyphanif can be found either here or in the library (area P21). P17 – DEMETRION’S CHAMBER This suite of rooms is apportioned similar to that in area P15. One of the rooms in the suite has been set aside as a small library and contains many of Demetrion’s person tomes. A small closet off to the side has a summoning circle and is used as a focus for teleportation spells. Another room is heavily warded with glyphs, on the walls, ceiling, and floor, and is used as a safe room. When not at the Imperial Court, Demetrion spends many of his free hours here. For nearly 70 years he has been fast friends with the dragon Hytiliaph, and helped his friend establish this lair. After the Spike Assault Demetrion was instrumental in establishing this as a Thyatian base for the Royal Air Force and Knights of the Air (of which he is one). Demetrion is rarely found here however. If real wizardly work needs to be done he can be found in the lab (area P20) and he prefers the view of Hytiliaph’s library to that of his own. P18 – ILLUSORY WALL A fork in this wide tunnel is hidden by an illusion spell that simulates a portion of the cavern wall. The main passage leads to the second level of the lair, and to the library. The passage hidden by the illusion leads to Hytiliaph’s fake hoard room (area P9). P19 – CLIFFSIDE EXIT A black hole opens up onto a sheer facing of the mountain. Though nearly inaccessible from the ground, the cavern is large and easy to access from the air. It is this opening that Hytiliaph uses to enter and exit his lair. P20 – WIZARD LAB Magical wards protect this room, both from without and within. It is a large room, dominated in the middle by a heavy stone workbench. This is where Demetrion performs much of his practical research and magical experimentation. Iron cupboards and chests line the room, and ever burning torches hang in sconces on each wall. All of the lair’s construct guardians were created in this room. Currently lying on the workbench is the lifeless form of a large stone golem, much like the ones that guard the entrance (area P2). Demetrion is working to restore this jackal headed golem back to its former glory. When completed it will be set to guard either the library or the air docks. Demetrion is also working on developing a smaller version of the golem. The smaller golems will be cheaper to build and faster to produce, and both he and Hytiliaph hope to use them on their assault of Blackheart. P21 – LIBRARY This large semi-circular room is situated directly over the stables. Its large windows span the entire height of the room, completely line the southern wall. Looking out the windows reveals the air docks below, and griffons and their riders can often be seen flying outside. The northern section of the room contains a balcony supported by two large stone statues. Hytiliaph moved these ancient sculptures here from portions of the lair that he excavated and expanded. Giant fireplaces flank either end of the entryway, and are always kept lit. Large warm tapestries hang from the walls between rows of bookshelves. Free standing book cases and several study tables fill the rest of the room. Both Hytiliaph and Demetrion have contributed to this library. It is little surprise that this is one of the foremost libraries in the studies of the Lost Nation, but several other subjects can be researched here as well. Many tomes deal with Alphatia as well as other political entities in the Known World. Demetrion can be found here on occasion, as well as Hyphanif. Most guests to Primancepes like this room the best. It is always warm and cheery, and view is breathtaking. Private Collections: - History (Empires of Dawn) +4: This collection was gathered together by Hytiliaph and his agents, and deals with Alphatian and Thyatian interactions throughout the last 1000 years. This collection deals specifically with the interaction of the two empires, so events specific to one or the other will be hard to find. - History (Nithia) +2: This collection was built up by Hytiliaph over the years and deals with the history of the Lost nation. Many of the tomes are nonsensical or incomplete (or both), but enough information can be gleaned from the collection as a whole to begin to piece a picture of the ancient culture together. - Nobility (Alphatia) +4: This collection was gathered together by Hytiliaph and his agents, and deals mostly with the Alphatian nobility of Blackheart. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : chimpman Date : 09-13-04 01:10 AM Thread Title : Adventures on Primancepes ADVENTURE IDEAS -WORKING AGAINST HYTILIAPH Most adventurers count their number among the good and the just. Even so, there are several reasons why such people might come into conflict with the dragon Hytiliaph and his allies. NITHIAN ARCHAEOLOGISTS The party is involved in the discovery of artifacts created by the Lost Nation. Perhaps while under the employment of an advanced research institute (the Great School of Glanrti, etc…) the party learns of an ancient stronghold of the Lost Nation. The only problem is that the ancient stronghold is currently occupied by a gold dragon and his Thyatian allies. The adventurers could try to persuade the dragon to share its knowledge (for which he will ask some service in return), or they could try to take what they want. ALPHATIAN AGENTS Hytiliaph and Demetrion are members of the Knights of the Air, and as such they rate pretty highly on the Alphatian’s hit list. Add to that the vast magical knowledge that the dragon has accumulated in his lair, and it makes perfect sense for Alphatian agents to target it for plundering. Not only must they break into the lair and steal the artifacts within, they must get out and live to tell about it. If Hytiliaph is not dealt with, then the Alphatians will have to look over their shoulders for the rest of their lives. THYATIAN AGENTS Duplicity. For some Thyatians this is the air that they breath and the food and drink that they consume. Hytiliaph is powerful, and he has the ear of the Imperial magistrate. Not all Thyatians find this to be a comforting fact. Perhaps a senator, or wealthy merchant will hire the party to infiltrate the lair and determine what exactly it is that goes on there. Perhaps some unscrupulous individual hires the PCs to kidnap Hyphanif in order to demand a ransom from the young dragon’s grandsire (ok, these PCs could hardly be considered good…). RIVAL RELIGION The party hears that Ixion is planning to forge some kind of alliance with Hytiliaph. Since they worship a rival deity, their leaders have asked them to infiltrate the lair and put a stop to Ixion’s plans. Perhaps they are sent to forge their own alliance with the dragon, or perhaps they are sent simply to disrupt his plans. ADVENTURE IDEAS – WORKING FOR HYTILIAPH Another way that adventurers might become involved with Hytiliaph is by working for him (wither directly or indirectly). NITHIAN ARCHAEOLOGISTS The party has had some success at uncovering secrets from the age of the Lost Nation and Hytiliaph has heard of their exploits. He has decided that it is time he explore the sealed off areas of his lair and figures that the PCs are just the right people to help him do that. The dragon will give the PCs all of the details he has been able to discover, but still they are in for a few surprises. Hytiliaph will claim most of the treasure that they recover, but will compensate them justly for their efforts. THYATIAN AGENTS If the party is in the service of the Thyatian military (or a member of the Royal Air Force, or Knights of the Air) they may see some service in and around Ancepes Trigeminus. Hytiliaph has quite a network of informants and keeps up to date on the movements of Alphatian agents around the empire. Using this knowledge the PCs can be sent to foil nearly any Alphatian plot that is brewing in the Known World and beyond. SERVANTS OF IXION The Sun God has sent his servants to forge an alliance with the powerful dragon Hytiliaph. Hytiliaph is only too happy to gather new allies, but he is slow to place his trust. Before gaining his confidence, the PCs must perform several tasks for the dragon and his Thyatian allies. These tasks could include taking on local threats to the area and journeying to the planes and beyond. ASSAULT AGAINST ALPHATIA The culmination to any plotline dealing with Hytiliaph should be an assault against the Blackheart wizard who killed his son and captured his daughter. Hytiliaph plans on gathering a force together that he feels is strong enough to make such an assault and guarantee the safe return of his daughter. This should come to a head during the Wrath War. Thyatis will already be at war with Alphatia and so Hytiliaph need have no fear of causing an international incident. He and Demetrion will coordinate their assault with other Thyatian military leaders, and will try to time it when it will be most effective. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : havard Date : 09-14-04 10:30 AM Just wanted to say, keep these coming John. These posts are an excellent read :) Håvard -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : chimpman Date : 09-16-04 10:45 AM Just wanted to say, keep these coming John. These posts are an excellent read :) Thanks Havard. Well, I've got 2 more peaks to detail, some dragons to stat up (using the expanded rules provided by the Draconomicon), and perhaps an attack against Blackheart to plot (with a little more background story thrown in to boot). It's a bit of work to do, but I intend to see it through (in a somewhat timely manner ;) ). Glad to know it's at least interesting to some. Encouragement always helps! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : Hugin Date : 09-16-04 05:43 PM by Chimpman Glad to know it's at least interesting to some. Make that some more! Keep it up! Your plans sound great. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 12] Author : chimpman Date : 10-01-04 11:51 AM Thread Title : Elven Mountain SECUNDANCEPES Secundancepes is the tallest of the triple peaks. Tipped in deep white snow that stretches nearly to its center point in the wintertime, the mountain maintains a strong and majestic presence. The lower slopes are covered in pine forests while the upper slopes are treacherous with shale and other loose rocks. Secundancepes has been a home to the Fey creatures of the world since it was pushed up from the depths eons ago, though the Fey Court abandoned this place decades ago for reasons of their own. Though gone, their presence can still be felt, and many of the animals in this area may have either the half-fey or feytouched templates. Though the Fey Court has left, a few powerful Fey have remained in the area they love so much. The mountain itself is guarded by two Fey spirits, an oread and a fossergrim, while the forest and valley below have their own protectors. Hytiliaph created a shrine to his lost son high upon the peak in 962 AC, and shortly thereafter the elven clan, lead by Glynwyth, moved in. Although the dragon has lived in the general area for nearly 100 years, seldom did he venture to Secundancepes until after the elves settled here. The elves live mid-peak, and unless one has the ability to fly, reaching them is a difficult task. Although the elves have taken on a very militaristic bent in the last several decades, they still live in tune with nature. The structures that they build are of hewn stone intertwined with living wood. Valley Floor u | S6 S8 | | | S7 / | /---S5 S2 / | / \--S3--\ / S1----/ S4-/ Mountain Layout S18 | | S17-| | S19-\ |/--S16 \ / S11 S14-S13 | | \ /-S10 S15 S12--\ / \ /--/ S9 / d S1 – MOUNTAIN PASS This pass leads southwest and out of the Ancepes Trigeminus valley, eventually depositing travelers in Goldleaf. It is the only land based route in or out. The pass stays open throughout the entire year, except during the most extreme winter seasons. Weather is not the main obstacle to traveling the pass however. Footing is unsure and falling rocks can be a common occurrence. Most large predators are absent, in large part due to Hytiliaph and his brood, so travelers have little to fear on that front. Pack mules regularly carry supplies in for the Thyatian soldiers stationed at Primancepes. S2 – VALLEY BAZAAR Large pine trees loom protectively over this area, their thick overhead branches cutting off much of the sunlight from above and choking out the undergrowth to provide wide open spaces below. Most of the time this place is free of activity, though signs of recent activity can be seen. Several well worn paths among the undergrowth are punctuated by large cleared sections. Hoof prints, foot prints, and other markings lay in the open for any to see. The bazaar springs to life when a Thyatian mule caravan comes over the mountain pass from Goldleaf however. Spring and summer months see the most activity, although caravans still come over the pass even during winter (though infrequently). While the mules are sent on to Primancepes to supply the troops there, many of the Thyatian merchants remain behind to barter for goods with the valley’s local inhabitants. Centaurs trade furs and rare herbs for steel tools and weapons, and the Abandoned Court (see area S7) provides entertainment and offers its services to whomever will have them. On occasion the elves come down from the mountainside to trade finely crafted weapons and armor for needed supplies. S3– CENTAUR CAMP Several families of centaurs (CR 3 MM) have banded together and make their home in the valley of Ancepes Trigeminus. Being hunter gatherers, the centaurs spend most of their time in the mountain wilderness hunting for game or gathering edible plants. Their valley camp is a refuge for all of the families. There is always one family present at the camp, though it is rare for all of them occupy it at the same time. The camp consists of several long houses made of mud and wood, surrounding three large fire pits. Each family of centaurs claims one of the longhouses, and their belongings can be found within. Taramae, an old female centaur druid, often spends time at the camp as well, though she is not a member of any of the families that dwell there. The centaurs are friendly with the other inhabitants of the area, especially with the satyr who dwells in the grove near their camp (see area S4). They visit with the dryads and the Abandoned Court as well, though rarely will a centaur traverse the dangerous rocky trail to visit with the elves of the mountainside. The mushroom circle is well known to all of the centaurs, but they avoid the place, not wanting to incur the wrath of the Fey. Strangers are received coldly, but those in need are not turned away. The centaurs would prefer to deal with strangers during the valley bazaar rather than in their own camp. S4 – SATYR’S GROVE Pipes can often be heard near the vicinity of this little grove. Krollus the satyr (CR 4 MM)can be found here when he is not visiting with the centaurs in S3 or the dryads in S6. Depending upon his mood, the music that he plays can range from melancholy to festive. A large tree stump provides Krollus with a table, and a hollow beneath a set of large boulders provides him with a place to sleep out of the rain and the cold. Krollus makes due with very little else. He enjoys food and wine, though he acquires it rarely. Krollus enjoys himself immensely during the Valley Bazaar, and usually has to sleep off the festivities for several days before regaining normalicy. Krollus was a member of the Fey Court, before they abandoned this area. He chose to stay on and watch over the place. He still maintains limited contact with the Court and knows how to activate the mushroom circle in S5 to open a portal to the Fey Realm. The Abandoned Court distrusts Krollus for they know of his involvement with the Fey Court. Some of them are even old enough to remember serving the satyr on occasion. For his part Krollus tries to avoid the Abandoned Court. He realizes that tensions run high among them and wants to minimize any confrontations. S5 – MUSHROOM CIRCLE Giant mushrooms encircle this sparsely forested glade. Larger trees grow at the edges, while the center is dotted with young saplings which allow the golden rays of the sun to play across the ground. Decades ago, the Fey Realm held court here. The mushroom circle was their portal into the material plane from the Land of Fey. After the Spike Assault, when Hytiliaph started bringing more and more mortals into the valley, the Fey began to retreat from this place. The mushroom ring still functions as a portal from this world to theirs, and they Fey still occasionally use it, though they keep their presence here hidden. Should anyone damage the mushroom circle in any way they would surely feel the wrath of vengeful Fey beings. S6 – DRYAD TREES At least three dryads (CR 3 MM) live in this section of the woods, though more can be found throughout Ancepes Trigeminus. The trees here are old and large, but sunlight still manages to make it through to the forest floor. The dryads here are reclusive, like most of their kind, and can only be enticed out of their trees once they are convinced that strangers mean no harm to the forest. They converse rarely with the centaurs of the valley, but often frolic around the woods with the satyr when he comes to visit them. Though they were members of the Fey Court, the dryads had little choice but to stay with their trees when the Court disappeared. They can be a font of information about the local area if they can be coaxed into talking about it. S7 – ABANDONED COURT For centuries this place was one which touched the Fey Realm. Only recently have they departed, but not all associated with the Fey were removed from this realm. Over the centuries the Fey interacted with many of the woodland creatures, including elves and centaurs. Occasionally those interactions produced offspring. A growing community of Half Fey (FF) and Feytouched (FF) sprang up around the Fey Court and serviced it. When the ephemeral Fey left, they abandoned all those who were not of pure blood. The half fey and feytouched suddenly found that they were alone and fending for themselves. Some of them found succor with the centaurs in the valley (see area S3), and fewer still with the elves. Most of the half breeds banded together to form this small community at the mountain’s base. Feelings are mixed in the community here. Some of the feytouched are sure that their former benefactors will return one day, and wait form them. Many of these half breeds have written off the Fey and are seeking new patrons. They have sworn allegiance to Glynwyth and her elven clan. A few here foster darker emotions. They feel betrayed by the Fey, and will actively work against them if given the chance. These feelings are being manipulated by the elves in area S10. S8 – ROCKY TRAIL Hardly more than a game trail, this steep path leads up the mountainside. Traversing the trail is treacherous. Its many switchbacks are strewn with boulders and loose shale. Vegetation is sparse, but not non-existent. Bushes and scrub brush dominate this side of the mountain. S9 – PIXIE GARDEN A small mountain lake lies here, fed by a stream trickling down the mountainside. In the winter, the stream and lake freeze, but for the rest of the year the water is flowing (if a bit cold). The loose shale gives way here and is replaced by a more stable rock and healthier soil. Trees and wild flowers are abundant in this area. In the spring and summer flying insects busily visit each flower around the lake, gathering up nectar and pollen for the winter months. Several pixies (CR4 MM) have adopted this place as their own. Encouraged to settle here by the elves, the pixies spend most of their efforts taking care of the flowers and trees in this area. They are shy around strangers, but become angered if anyone befouls their beautiful garden. Those that stay in the area for an extended period of time will notice strange things occurring; lights floating amongst the tree branches, ghostly noises emanating from the thickets, and even the occasional bum in the night. These pranks are mostly harmless. The pixies perpetrate them out of boredom, as well as a way to gage the countenance of visitors. Those who endure them will earn the respect of the small Fey, while those who harm the landscape can expect to be attacked directly. S10 – WARRIOR’S CAMP Amidst the boulders and pines that dot this clearing are several tents and makeshift shelters. It is here that the Vyalian warriors live and train when they are not completing a mission in the field. Practice dummies and targets pin cushioned with arrows can be seen littering the clearing. On the north end is a small cellar dug into the side of the mountain and sealed with an iron door. This is where the warriors store their weapons and armor. Next to the cellar is a small ramshackle hut that houses the clan’s smithy. Nearly 40 elven warriors call this place home, though only half of them will be here at any given time. They are led by Felwyn, Glynwyth’s younger brother. Felwyn is a charismatic figure, and a paragon of Vyalian culture. Though young (only 200 years old) he has managed to gain much experience since the Spike Assault, and has become a warrior of great renown among his people. Recently however, Felwyn met his doom. Several months ago, while exploring ruins on the Isle of Dawn, Felwyn was beset upon and dominated by a Jahi (CR 16 MMII). This unclean spirit now inhabits his body and is using its domination powers to gather a following. Slowly it is corrupting the other elven warriors, just as it is poisoning the Abandoned Court. When the time is right, the Jahi plans to usurp control of the elven clan from Glynwyth. It dares not strike at her now (for fear of retaliation from Hytiliaph), but it is willing to bide its time for the right moment. S11 – SMALL LAIR This series of small interlocking caverns can be reached with a short climb from the elven warrior’s camp (area S10). It is the abode of Tengwer Hytillia, a half elf-gold dragon, and the son of Hytiliaph and Glynwyth. The chambers within are all natural, though many have been modified by the hands of elves. The furnishings within are comfortable but not lavished. Since taking up with the elven band, Tengwer has forsaken most of his material wealth taking on a more spartan lifestyle. While Tengwer’s twin sister Maritill, went to train with her half brother Oeraphon and the Thyatian Knights of the Air on Triancepes, Tengwer decided to stay with his mother’s people and train with them. He often accompanies Felwyn on missions of importance to his father, and has become quite a warrior under that elf’s tutelage. The other elves give Tengwer a wide birth, being somewhat uncomfortable with his parentage. In the past Felwyn has tried to allay their fears, but since the Jahi possessed him things have been different. Secretly the Jahi builds resentment and fear of Tengwer among the other elves. It hopes to distance the elves from hytiliaph in this way and thus strengthen its own hold on the clan. S12 – WATERFALL Mist fills this area, along with the sound of water crashing upon rocks. A small waterfall cascades down from the mountainside before winding its way down a small gully and filling the lake in area S9. The waterfall rushes over an arch carved through the mountain long ago, and conceals it quite well. Those that know what to look for can pass through the waterfall and the arch and traverse upward on several hundred slippery natural stairs made from rock. The end of the passage deposits travelers near the top of the falls and within view of the Pine Palace (area S13). Though quiet (except for the falling water), this place is not uninhabited. A Fey spirit called a fossergrim (CR 5 FF) inhabits the waterfall itself. The spirit calls himself Tranquil, and is a mate to the oread Helissa who is a spirit of the mountain itself. Tranquil sleeps during the winter months when the waterfall is frozen, and can not be found during this time. When the water flows however, Tranquil guards the hidden arch. He will only allow the Vyalia and their trusted guests to pass, blocking all others. Tranquil disdains using physical force, but will fight if necessary. If severely wounded he will retreat back into his waterfall and call on his mate for help. S13 – PINE PALACE The Pine Palace is an extensive building, built both within and upon the mountainside. Some rooms are cut directly into the mountain itself, while others are constructed with local stones and cemented together with living plants, most notable pine trees. The Palace contains living quarters for Glynwyth, her handmaidens, the clan elders and clan priests, as well as room for several guests. Hytiliaph maintains a small library and laboratory here, and the elves have erected several shrines to their patron deities (Ilsundal, Mealidin, Ordana) as well as to several of the Fey Immortals such as Faunus. Glynwyth spend much of her time in training, or in the library researching tactics to use against her Alphatian enemies. Lately she has taken up clerical studies and also spends a good amount of time praying to her patron deities at the shrines. Relations among the elves have begun to show strain as the warriors led by Felwyn distance themselves more and more from their kin here. Glynwyth often visits her brother at his camp, but lately their conversations end in heated arguments. S14 – STABLES Like the rest of the Pine Palace, these stables have been constructed from hewn rock and living trees. There are four stalls in all, each one capable of maintaining a large animal. The walls are cut stone, while the roof is made of intertwining pine branches. Even though sunlight shines through the roof, the stables themselves remain warm and dry in any weather (probably thanks to elven magic). Only occasionally will any animals actually be stationed here. The elves prefer to keep strangers out and their facilities are not as extensive as those on Primancepes. S15 – LANDING CLEARING This is a small circular area where all of the trees and underbrush have been cleared away to allow aerial creatures ample space to land. From the air the clearing is hidden with illusions that make it (as well as the rest of the Pine Palace – areas S13, S14, and S15) look like the surrounding mountainside. One has to know where to land in order to find the site. Once within 60 feet of the ground, the illusion becomes apparent. S16 – GUEST LAIR What appears to be but a small crevice from the outside opens up to reveal a large, but not extensive, network of caves. The caves are naturally formed with little modifications by the hands of mortals, and are high and wide enough to allow a huge dragon easy movement within. In fact there is evidence that dragons, on occasion, do use this place as a lair. It is relatively clean but golden scales can be found near the entrance (where a larger dragon would have to squeeze through the opening) as well as in the sleeping chamber. No hoard is to be found here however. These chambers are used mostly by Hytiliaph’s daughter Marilithal when she leaves her mother’s lair to visit with her father. Marilithal doesn’t approve of her father’s ‘dalliance’ with an elven maiden, and so rarely interacts with the clan that inhabits the mountainside below. In turn the elves give this place a wide berth. Marilithal does interact with one other creature on Secundancepes when she visits. Even though she finds her half brother’s heritage slightly repulsive, Marilithal has taken pity upon him. The two often stay up late into the night speaking of things ‘draconic.’ S17 – GULLIES A pack of senmurvs (CR 3 FF) lives in these maze-like gullies. The pack has lived here since time immemorial, with each generation adding to the paintings on the rock walls. Now the walls are nearly covered in intricate designs, and one with the proper knowledge could probably tease many secrets about the past from them. Creatures of good, the senmurvs have gotten along well with their elven neighbors, though that is starting to change. One of the senmurvs accompanied Felwyn on his last mission, and now suspects that there is something wrong with the young elven warrior. In turn, the Jahi would like nothing better than to see the winged wolf folk exterminated. S18 – GIANT NESTS A clutch of giant owls (CR 3 MM) nest here, high on the peak. The owls and elves are friendly with one another, and long ago Glynwyth convinced them to keep an eye out for trouble in the Trigeminus area…especially at night. The owls gladly do this, and will raise an alarm if they happen to see anything peculiar while hunting in the area. Generally the owls do not attack humanoids unless their nest is approached. S19 – BONE SHRINE Hytilaiph’s son Taralinaf was killed by a dark Blackheart wizard during the beginning of the Spike Assault, nearly 40 years ago. Hytiliaph was able to recover his son’s body, though it had been horribly disfigured. Taralinaf’s head was severed and missing, and his wings had been viciously hacked off. The worst news of all however, was that Demetrion could not contact the dead dragon’s soul. Hytiliaph and his friend are certain that the Alphatian wizard has captured the young dragon’s soul and is using it for some dark purpose…and is planning the same for Felminaria. A grief stricken father did the only thing that he could at the time. He gathered his son’s remains and built a shrine for them high atop this mountain. Taralinaf’s bones lie here in a small grotto near the snemurv’s gullies. The bones have been magically preserved, and the whole area is sacred ground. Hytiliaph comes here often to speak with his dead son, especially during times of need when hard decisions lie ahead. WANDERING ENCOUNTERS HELISSA The oread (CR 7 FF) Helissa is a spirit of the mountain itself, and so can be found anywhere within, or on it. This is here home in much the same way as a dryad’s tree is to it. She can never leave the mountain and will not tolerate it being desecrated in any way. The oread is indifferent to Hytiliaph since his presence is minimal here, though she made an alliance of sorts with the elves when they first moved here. That alliance is becoming tenuous as the Jahi gains more and more control over the elves. Helissa will come to the aid of her mate, the fossergrim Tranquil (in area S12) should he need it, and will violently protect her mountain from any sort of plunder. ANIMAL COMPANIONS Many of the elves are druids and rangers, and maintain animal companions. While on the mountainside, those companions are allowed to roam free, and may be encountered anywhere. Several of the animals have Fey blood. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 13] Author : chimpman Date : 10-09-04 04:07 PM Thread Title : Adventures on Secundancepes ADVENTURE IDEAS – WORKING AGAINST GLYNWYTH Conflicts abound and are not restricted to the struggle between good and evil. Many paths may lead the PCs to oppose Glynwyth and the elven clan that lives upon Secundancepes. PURISTS Not all of the Vyalia approve of mixing their blood with that of dragons… even if the dragon is a gold one. Some of the clans are very protective of their heritage, and they take offense at Glynwyth’s dalliances. The abominations created by her and her draconic lover must be erased from the face of Mystara, and Glynwyth must be punished for her transgressions. There may be dragons who share these feelings as well (including some of Hytiliaph’s own kin), and perhaps they can be persuaded to help. FEY RETRIBUTION Driven from their home not long ago by the arrival of the elves and Thyatians, the Fey Court has decided to reclaim what is theirs by rights. Unfortunately for the Fey they will face more enemies than just the elves and humans. Members of the Abandoned Court are still resentful for being left behind and must either be placated or also dealt with. The loyalties of the Fey that remained in Trigeminus will also have to be determined. Perhaps they have grown too independent while the Court has been away. THYATIAN INTRIGUE Hytiliaph and Demetrion have done much for the Thyatian air forces but despite this (or perhaps because of it) some Thyatians are left with a feeling of queasiness in their stomachs. Many in the upper echelons of Thyatian society are beginning to see Hytiliaph as a threat, and fear that Thyatis may in fact be working for the dragon instead of the other way around. Thyatian agents will have to infiltrate Hytiliaph’s organization (through the elves) and make sure that the dragon keeps his place without dismantling everything that he has created. DWARVEN EXPANSION Dwarves (either from Rockhome or Makrast) have learned that the peak of Secundancepes is rich in mineral deposits and have decided to mine the area. Although the dragon Hytiliaph might welcome their presence, the dwarves will have to make their peace with the elves as well as deal with the many creatures that protect the mountain. If the succeed their clan will become rich off of the ores that they will mine and Hytiliaph will gain a new source of weapons and armor. ADVENTURE IDEAS – WORKING FOR GLYNWYTH Working for the elves of Secundancepes can be just as likely as working against them. Characters may be members of Glynwyth’s clan, or may be outsiders that she has come to trust. ELVEN ELITE Felwyn and his warriors are sent across Brun and beyond, on missions of importance for Glynwyth and Hytiliaph. The elves have been training for decades as a small commando group and they function as a honed blade. As the band gains in experience they tackle tougher and tougher assignments. Eventually they are ready to assault the Alphatian wizard in Blackheart. ENLISTING THE FEY The time for the assault against Alphatia draws near and the elves need all of the allies that they can gather. The Fey Court in this area was quite string before they disappeared, and Glynwyth believes that they can be convinced to help in the fight against Alphatia. The trouble will be twofold. First the Fey must be found. Then they must be convinced to help. What will it take to make the Fey allies, and what price will need to be paid? EXORCISING THE JAHI For the Jahi, all is going according to plan, and soon it will make its bid for power among the elven clan. Lately many of the missions undertaken by the Vyalian clan of Secundancepes have actually been designed to increase the Jahi’s power base. Artifacts have been uncovered and potential allies have been gathered. There are some on the mountain however, that have caught wind of the Jahi’s plans. Will they be able to stop the creature in time, and to rescue Glynwyth’s brother from its clutches? And even after the Jahi is gone, its ill begotten allies will also have to be dealt with. PLEASING ‘FAMILY’ Tengwer struggles to find his niche in either elven or draconic society, but acceptance is difficult to gain. Hytiliaph loves his son and sees the tribulations that he is going through. He sends Tengwer on a mission across Brun under the pretenses of furthering the war effort, but really they are designed to build the young half-dragon’s confidence and self worth. In time, and with the help of others, Tengwer may become a power in his own right. What challenges will he face in order to prove to his family, and to himself, that he is worthy of them? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 14] Author : chimpman Date : 10-18-04 11:46 AM Thread Title : Beyond Ancepes Trigeminus: The Fey Court BEYOND ANCEPES TRIGEMINUS: THE FEY COURT In ages past, the entire area now referred to as Ancepes Trigeminus was dominated by a portion of the Fey Court. The magical nature of the area is such that the planar boundaries between the Prime Material plane and that of the Fey are much thinner here and easily broken through. There have only been three instances over the past 5 millennia that the Fey have abandoned their home. The first was in 3000BC during the Great Rain of Fire. Shortly after that catastrophe the Fey returned and attempted to heal their land. The second instance was circa 1500BC when the entire area of southeastern Brun was under the direct sway of either the Taymorans or the Lost Nation. The fey were forcibly driven out by the dark powers of the Taymorans, and did not return until well after the fall and disappearance of the Lost Nation (which they call Nithia). [Note: Because the Fey were not on Mystara when the Immortals cast the Spell of Oblivion, they may still retain complete knowledge of the nation of Nithia, and may serve as quite a repository of ancient history.] The third and final instance has occurred only recently, shortly after the colonization of Secundancepes by the Vyalian elves and Thyatians. There are three noble houses that claim this area as their own, each vying for power and prestige within the Seelie Court. The houses of Water and Ice are lead by Nymphs and Uldras respectively, and constantly clash with one another over the transitional terrains of Secundancepes (and reflective terrain in the Fey Realm). The third house, Wood, is composed of sprites and lays claim to the nearby wooded areas. The fourth house is not a member in the Seelie Court, but in the Unseelie Court. Blood is a house populated by vicious redcaps who constantly stalk the other houses and wreak havoc wherever they can. The Ancepes Trigeminus area is reflected in the Fey Realm, so for all intents and purposes the three peaks exist in both places at once. Since the Fey Court has withdrawn for the Material Plane, all of their works have vanished without a trace from the Material Plane version of the peaks. When the Court decides to return, all of their fabulous works and constructions will ‘fade’ back into existence on the Material Plane. HOUSE ICE The core of this small clan is composed of uldras (Frost CR ½), and is supplemented by thorn (MMIII CR 4) mercenaries and spirit animal (Frost CR +1) companions. Quella stylizes herself as the self proclaimed Ice Queen, though she would never use the title during a visit by the Queen of Light. The uldra and their minions make their homes in palaces high atop the mountain, carved from large blocks of the purest ice. uldra hunting parties, supplemented by thorn mercenaries and spirit animal scouts, often descend from their freezing abode for short raids against their neighbors (mostly the House Water). Rarely is any blood shed on these raids, though it has been known to happen on occasion. HOUSE WATER House Water makes their home deep in a mountain lake where they are served by their many charmed playthings. This house is different from most in that it is run by three nymph (MM CR 7) sisters. Besides their enthralled puppets, the nymps are attended by several sirines (MMII CR 5) and a troop of thorns (MMIII CR 4) that do their bidding on the surface world. The three sisters, often called the Blue Ladies by their subjects, spend most of their time in frivolous concerns. When not being troubled by the uldras from House Ice they compete with one another trying to determine which has the best jewelry, the most beautiful and enthralled servants, and generally speaking which one of them is loved the most by their subjects. HOUSE WOOD A pixie (MM CR 4-5) lord and lady lead this Fey house. The most militant of the Fey houses in this area, House Wood supports a large army of grigs (MM CR 1). Both Lord Ferik and Lady Twill opposed the latest retreat from the Prime Material plane, though they were overruled by the other nobles in the area. The two now constantly urge a return to their former homes, and often sstage raids from the Fey Realm using various portals in the area (including the mushroom circle in area S5). Of all the noble houses, House Wood made the most use out of the Abandoned Court, and they still maintain agents among them. When the court returns House Wood will lead the way, driving out the intruders in their lands; the Thyatians, the elves, and even the dragon if needs be. OLD MAN TREE Old Man Tree is a half-fey treant () and one of the few members of the Abandoned Court who was not actually abandoned when the Fey left the area. The centuries old treant appears as a large oak tree, its leaves autumnal colors no matter what the actual season. Upon first glance there appear to be thousands of butterflies adorning its branches, but these fluttery wings are in fact an extension of the treant itself. HOUSE BLOOD Not really part of the Fey Court, and not welcomed there in any case, the redcaps (MMIII CR2) of what has been dubbed House Blood, nonetheless follows the Court around wherever it goes. These vicious creatures delight only in pain and suffering, and enjoy stalking and tormenting any creatures that are unlucky enough to stumble under their notice. The Fey Court is aware of their existence, but so far has been able to do little to eradicate the ‘rogue’ house. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 15] Author : chimpman Date : 07-15-07 01:32 PM Thread Title : Re: Hytiliaph Hi all, ;) Well, I've been going through some of my old notes and I came across some ideas for Hytiliaph and this old thread. There are additional notes (perhaps half complete) that I haven't shared yet, and I figured I'd put some time in to complete them and post them here. For now I'll leave you with a heredity table. The mountain Triancepes will follow shortly. DRAGON HERIDITY Hytiliaph |-Tarilinaf (796-?) | (935-960) |-Hyphanif (954-?) | | |------|-Quarria (954-?) | | Quarlara |-Tartharaph (954-?) | | (865-960) | | |-------|-Tiliatherum (935-?) Meryitharia |-Felminaria (935-?) (741-?) |-Marilithal (935-?) |-Oeraphon (935-?) |-Tariphon (963-?) |-------|-Oeraliah (963-?) Gramnaliah |-Gralinaf (963-?) (901-?) |-Hytiria (963-?) Hytiliaph |-Tengwer (973-?) |-------| Glynwyth |-Maritill (973-?) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 09:24 AM.