Seers of the Drowned City by Wicked (Inactive)

Game Master Something Wicked

Blow ye winds westerly, blow ye winds, blow, Jolly sou'wester, boys, steady she goes!

Roll20 Link
Loot
Hyrantam Map
Enclave detail map


Bursts as a wave that from the clouds impends, And swell'd with tempests on the ship descends; White are the decks with foam; the winds aloud Howl o'er the masts, and sing through every shroud: Pale, trembling, tir'd, the sailors freeze with fears; And instant death on every wave appears.

Before the Age of Lost Omens, the Lirgeni capital of Hyrantam boasted one of the most impressive skylines in Garund. Governed by the astrologers and diviners of the Saoc Brethren, Hyrantam’s residents built numerous tower-top observatories to better view the movements of the heavens. As the city prospered, these towers climbed higher and higher into the sky, stretching ever closer to the celestial bodies that guided everything from daily life to statewide policy decisions.

When the Eye of Abendego formed at the onset of the Age of Lost Omens, the relentless rain caused the Frogmarch River to overflow, submerging the city save for a few low hilltops and the numerous towers and washing away much of the lowlands. Even today, the churning floodwaters have not receded, as they are continually fed by the region’s torrential rainfalls and the storm surges from the sea that travel for miles up the Frogmarch River.

Now, what were once the towers of the magnificent metropolis of Hyrantam form the majority of the ruin’s unflooded reaches, and it is to them and the few areas of dry land that the city’s survivors have fled. Over time, the harsh environs and steady encroachment of dangerous predators have forced the surviving Lirgeni to consolidate to a relatively small enclave located in what was once Hyrantam’s downtown region. This enclave has stabilized over the past several decades at a population of just over a thousand. They are a tenacious band of scavengers and scroungers who cherish every day as proof of their triumph over their nation’s terrible fate.

Hyrantam at a Glance:

Survival is paramount to those living atop Hyrantam’s
ruins, a fact that has made the Lirgeni tremendously
pragmatic and egalitarian. The majority of those who live
in Hyrantam dwell in the enclave at the ruins’ heart, where
citizens reside in one of two locations—in the unflooded
upper floors of numerous stone towers or in floating
hovels called flotsams, houseboat-like structures cobbled
together from shipwrecks, driftwood, and whatever
else can be scavenged that floats. Flotsams have limited
mobility and most of the time remain lashed to the
numerous boardwalks and piers or anchored to moorings
in the shallow waters that surround the enclave.

Frequent storms and sea-monster attacks limit the
amount of time locals spend out in the open, so daily
activities typically take place indoors. Rain catchers provide
copious amounts of fresh water, allowing each family to
easily maintain its own supply of drinking water. Most
homes feature a network of fishing lines cast into nearby
shallows or strung between buildings, each tied to a bell
or rattle that shakes if something pulls the wire. These
lines allow the Lirgeni to catch food and communicate
without needing to leave their homes, and they gave rise
to locals saying they have someone “on the line” if they are
planning an event across multiple households. Their diet
of seafood is augmented by seaweed, edible reeds, and
berries harvested from the thorny thickets that grow on
the swampy islands throughout the ruins.

The Lirgeni see a clear sky as cause for celebration
and tend to save their festivals for the few mild days
they experience each year. The random timing of these
opportunities means weddings, holidays, and other
revelries rarely involve preparations that require more
than a couple of hours to complete. Even major festivals
tend to include pragmatic undertakings that benefit the
entire community, such as exploring a sunken building
for salvage or piloting a derelict into the enclave so it can
be incorporated into the infrastructure.

Private property is almost nonexistent in Hyrantam,
since locals know the neighbor who borrows your fishing
line today will help repair your roof tomorrow. Presentday
Lirgeni usually barter for goods, since coins are heavy
and rare and serve no functional purpose for survival.
Yet when outsiders visit, the citizens welcome their coin,
since this allows for the purchase of exotic wares and
goods from lands beyond the drowned city. Lirgeni often
resolve quarrels with an exchange of favors or services,
as a reputation for community service commands
respect among peers. If no agreement can be reached, the
harbormaster is called upon to mediate the situation and
resolve it to both parties’ satisfaction as best as possible.
With few opportunities to trade with other cities, the
enclave devotes the bulk of its resources to keeping its
members alive. The enclave welcomes castaways, refugees,
and other newcomers who were spurned by fate, as long
as these foreigners respect the Lirgeni’s customs and
contribute to the community’s survival.

The destruction of their lands has left many Lirgeni
sour toward religion, and many believe the gods
abandoned their followers in their time of need. Today,
most locals take a more humanistic approach to religion,
drawing inspiration from their own ingenuity and their
relationship with the harsh environment. The enclave’s
spiritual leaders have traditionally been clerics or druids
of Gozreh who, without much in the way of proselytizing,
use their connection to the natural world to help the
Lirgeni endure the constant storms.

Traditionally, the harbormaster has played the role
of leader for the enclave. The position combines the
traditional duties of harbor safety and upkeep with
those of both a mayor and representative, requiring
a general problem-solver who can never count on the
responsibilities of any given day to be predictable. One
day, the harbormaster may need to serve as a guide for
visitors to the enclave, while the next day could require
helping to repair several damaged fishing nets, and the
third might call for helping to arbitrate a squabble over
nuanced local matters.

NPCs:

Annika - barmaid at The Pearl
Ame - mother to Kosi, wife to Koffi
Baaba - partner of Koffi, they operate a transport barge that recently capsized.
Harbormaster Vancen - Harbormaster, mentor to many, including Malorrem and Kwesi
Koffi - father to Kosi, husband to Ame
Kosi - son to Koffi and Ame
Layla - barmaid at The Pearl
Mparu - The priestess of Gozreh and the town’s primary healer has recently gone missing.
Star Savior - The enigmatic protector of Hyrantam has recently disappeared, though this is not an uncommon occurence.
Suse Arcoung - Matron mama of The Storm’s Pearl. She is a middle-aged woman with deeply tanned skin and long, gray-streaked hair always kept in a tight braid. Her husband Igado died several years ago when his boat capsized. Inheriting the job of “Master of Brew,” she renamed the lodge from its original title, Storm’s Peril.
Ukambe Timbertooth - Master of Grub and whose lukewarm musical talent is more than made up for by his ability to scare up a meal out of seemingly thin air.
Vincys - resident drunk and foul-tempered “Master of Knots”

The role of harbormaster is typically held for life, but in Hyrantam, lives can end suddenly and without warning due to dangerous storms and predators. As a result, harbormasters generally keep a small group of assistants and apprentices under their wings. These underlings serve roles in the enclave as carpenters, fishers, hunters, service providers, and shipbuilders. The top “officer” for each role, tasked with managing the enclave’s needs for their respective specialty, is designated a Master.

Master of Brew - the closest thing to an “innkeeper,” this Master is in charge of entertainment and drink. Next to the harbormaster, this is the town's most prestigious position.
Master of Cobbles - the head cobbler (shoe-maker)
Master of Grub - the head cook for the lodge. While much cooking is done individually, this position always organizes festival events and oversees preparation of feasts.
Master of Houses - primarily responsible for the town’s carpentry needs, this Master oversees most home maintenance. The Master of Houses shares responsibility for upkeep of houseboats with the Master of Sails.
Master of Knots - An expert in knots, this position carries primary responsibility for both educating all citizens on proper knotting as well as constant surveillance of existing knots.
Master of Sails - primarily responsible for the maintenance of boats, the title is a bit of a joke, as the most common type of boat is a rowboat. The Master of Sails shares responsibility for upkeep of houseboats with the Master of Houses.
Master of Smiths - the head smithy
Master of Stores - primarily responsible for compiling and maintaining the town’s inventory of food, drinking water, and supplies.
Master of Tailors - the head clothing-maker
Master of Traps - primarily responsibile for fishing and the few hunting traps the town possesses.

Wound Thresholds:

100% - 75% - Small wounds and bruises
75% - 50% - Wincing in pain
50% - 25% - Quite a few wounds
25% - 0% - Big nasty wounds and scratches

Player Dice:

[dice=Dima Initiative]1d20+2[/dice]
[dice=Kwesi Initiative]1d20+4[/dice]
[dice=Malorrem Initiative]1d20+2[/dice]
[dice=Schist Initiative]1d20+7[/dice]
[dice=Shearwater Initiative]1d20+3[/dice]

[dice=Dima Perception]1d20+11[/dice]
[dice=Kwesi Perception]1d20+9[/dice]
[dice=Malorrem Perception]1d20+10[/dice]
[dice=Schist Perception]1d20+1[/dice]
[dice=Shearwater Perception]1d20+10[/dice]

[dice=Dima Prof(sailor)]1d20+6[/dice]
[dice=Kwesi Prof(sailor)]1d20+7[/dice]
[dice=Malorrem Prof(sailor)]1d20+7[/dice]
[dice=Schist Prof(sailor)]1d20+8[/dice]
[dice=Shearwater Prof(sailor)]1d20+8[/dice]