The Dark is Rising - WotW Part II (Inactive)

Game Master Darkness Rising

"The wicked envy and hate; it is their way of admiring."

-- Victor Hugo

Administration | Map of Farholde | Horn Environs | Horn of Abaddon | Crucial.Important.Vital.Document. |

Talingarde is the most virtuous, peaceful, noble nation in the world today. This is the story of how you burned it to the ground.

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Party Perception:

[dice=Perception, Erevan]d20+10[/dice]
[dice=Perception, Etna]d20+2[/dice]
[dice=Perception, Felrin]d20+17[/dice]
[dice=Perception, Ottakar]d20+11[/dice] (+2 if at night)
[dice=Perception, Tatienne]d20+10[/dice]
[dice=Perception, Tkaara]d20+15[/dice]

Party Initiative:


The other Knots:

First Knot – Sakkarot Fire-Axe, leader of the bugbear army that just invaded Talingarde.

Second Knot – no idea whether they exist, who they are, or what their mission is

Third Knot – no idea whether they exist, who they are, or what their mission is

Fourth Knot "Phlegethian" – they exist(ed?); apparently missing, it's not clear if they ran for it or were killed. The only member you know of is a Kyonin elf ranger(?), name unknown.

Fifth Knot – no idea whether they exist, who they are, or what their mission is

Sixth Knot – no idea whether they exist, who they are, or what their mission is

Seventh Knot "Cocytian/Hibernal" – four of them: two twins (Trik, cleric of Asmodeus; Trak, ranger(?)), a witch leader (Elise Zadaria) and half-orc lieutenant (Dostan, class unknown). Missions seem to be based on infiltration/sabotage, with occasional murder.

Eighth Knot – no idea whether they exist, who they are, or what their mission is

The Nine Lessons:

First Lesson: Deception is a tool. Self-deception is death. Deceive always thy enemy but never thyself.

Second Lesson: Following the herd is for fools. Fear not their icy derision. Instead, fear only thy Infernal Lord.

Third Lesson: Asmodeus does not tolerate failure. Be prepared at all times.

Fourth Lesson: Cruelty is a tool, not a pastime. Reward those who serve thee, punishing those who fail.

Fifth Lesson: The Chosen are revealed by their might. The weak deserve no sympathy.

Sixth Lesson: Suffer not the fool to live. Stupidity is our faith's cardinal sin.

Seventh Lesson: Beware those below you, for they may become mighty in time.

Eighth Lesson: Secrecy is our ally. Exposure bringeth nought but death.

Ninth Lesson: Serve well and be rewarded.

The Wording of the Contract:

Behold, on this Fireday 25 Erastil in the 8th Age of the world (by Infernal reckoning) a perpetual Compact is made between the High Priest of Asmodeus in Talingarde (hereinafter the Master) and those who would be bound to him as his acolytes (hereinafter the Bound). Both the Master and the Bound shall hold fast and true to this Compact through all trial and tribulation. By blood and soul the Bound commit to the Compact and swear that it shall never be undone.

The Bound shall know and understand the Four Loyalties.

The First Loyalty is to their patron and god, mighty Asmodeus, Prince of the Nine Hells. They shall do all to bring him honour and glory.

The Second Loyalty is to their Master, the High Priest of Asmodeus - he who is called Cardinal Adrastus Thorn. They shall do the Master no harm and obey his every commandment as long as those commandments do not clash with the First Loyalty.

The Third Loyalty is to their companions - the other Bound who serve alongside them. The Bound shall deal with each other fairly and honourably as long as doing so does not clash with the First or Second Loyalties. All treasure, wealth and reward garnered in their exploits will be equally shared with all of the Bound who aided in its acquisition.

The Fourth Loyalty is to themselves - for Asmodeus is the Lord of Ambition and all who serve him should strive to become great and powerful in his service as long as doing so does not clash with the First, Second or Third Loyalties. By their weakness, ye shall know the unworthy.

The Bound swear that they cleave to and uphold the Four Loyalties even in the face of death and damnation.

The Master swears that as long as the Four Loyalties are upheld, he shall reward the Bound as they deserve for their deeds.

Thus it is written, and thus it shall be.

We being of sound mind and free will do so swear and let any who violate this Compact know the wrath of Hell unending.

There is a line at the bottom for your signature


1. Hamarhall:

This grim castle of grey stone overlooks the Scardynn delta from high Hamarhill and remains the most obvious sign of royal might.

2. The Accarian Beacon:

Where Lake Scardynn meets the sea rises King Accarius’ other less famous building project. The lighthouse guides ships into the port through the jagged, rock-strewn breakwaters. It is also anchors one point of the great sea-chain that can be raised to block access to the Scardynn in times of war.

The keeper and guardian of the beacon is actually a hereditary position bestowing a minor noble title. Sir Bonder of the Beacon holds the position today, charged with securing the beacon by a three hundred year old royal decree. He uses that decree to justify maintaining and arming his own gang of toughs. Known officially as the Beacon Watch, everyone in town calls them the Beakers. The Beakers used to be kept in check by the Duke’s men, but now Lord Argus and his garrison are gone.

3. Calliver Green:

This gently sloping hill is amongst the highest points south of the Scardynn delta and has become home to the wealthiest residents of Farholde. Access to the Green is blocked by a small private guard post. Without a pass granted by a residents, access is not allowed.

4. Abbey of St Cynthia Celeste:

Usually called simply the Abbey by locals, this large walled manor house is home to a devout order of Mitran nuns. The nuns are a common sight about town dressed in their dark blue and white habits. These “brides of light” are a chaste and cloistered order, but still must frequently leave their abbey to conduct their business. They are a relatively young order, their founder having been martyred only a hundred and fifty years ago.

5. The Vandermir Orphanage:

Ostensibly founded by the Baron to help the children of Farholde, its actual purpose is to give the Baron muscle. The older boys are taught to fight and steal. Those who excel at this brutality are eventually recruited into the Baron’s personal retinue. This gang of toughs does his dirty work. While the Duke was here, the Baron had to be discrete. But now, the Baron is determined to use all his might to secure his position as the most powerful person in Farholde.

The Orphanage itself is an imposing structure teeming with children of all ages. The buildings are well maintained and the children certainly seem well taken care of.

6. Bryrwatch ('the Trident'):

This small watchtower just outside of Farholde rises on the highest promontory south of the Scardynn delta. It over looks both the edge of the Caer Bryr and the lake. Manned by guards with piercing signal horns, it could alert the town if anything dangerous emerges from the woods. It has a very distinctive shape with two smaller turrets jutting out of the main tower, hence its nickname “The Trident”. One turret faces towards the river and one towards the forest.

7. Auld'Irey:

Built upon the largest of the nine hills, this is the oldest section of Farholde and the only part of the town surrounded by a wall. When the hill fort that became Hamarhall fell, there was across the river a small Iraen town. The town surrendered without battle and was captured intact. Auld’Irey (pronounced all-DIARY), a corruption of “Old Iraen”, is the rebuilt remains of that settlement.

Today Auld’Irey is the mostly densely populated portion of Farholde. Every available plot has been developed and buildings are stacked upon buildings. The majority of commerce is done here and the lionshare of Farholde’s shops, taverns and inns are located in this quarter. This quarter is not just filled with shops. Many people live here and the oldest houses in Farholde are located here. Once Auld’Irey was the nicest place to live in Farholde but recently that honor has been usurped by the manors of Calliver Green (see above). Auld’Irey is also where the headquarters of the town watch is located. This ensures that this quarter is the most patrolled and safest public section of the city.

8. Templeton Rise:

Located at the highest point in Auld’Irey is the center of all trade in Farholde -- the Templeton Rise. Originally, a pagan Iraen temple, a temple to all the Talirean gods (including both Asmodeus and Mitra) supplanted it. When the Darian dynasty overthrew the Barcan kings, that temple was abandoned and sold to the Marsten family, rich merchants. The family remains the current owners and this is the hub of their mercantile empire. The lady Shalyn Marsten presides over her dominion from this perch. The building is an open hall where goods are traded in bulk. Various merchants maintain stalls where sellers can take their wares in hopes of finding a buyer.

At the far end of the hall is the only permanent fixture, the Marsten Offices. The place is loud and furious during business hours as auctions are held one after another.

9. Newchurch:

Newchurch is the name of the neighborhood, the hill it sits on and the common title given to the Mitran church at its center. The church was commissioned by the Victor during his visit to Farholde. It was this commission that caused the old temple (now the Templeton Rise) to be abandoned and later sold to the Marstens. The church itself, formally known as the Hall of the Sun Victorious, is perhaps the most majestic building in all of Farholde. It rises in baroque splendor to dominate its hill. Its great central spire, crowned with a Mitran sunburst, can be seen from almost any point in town. The church once had a large staff of clergy. Most of them are gone. They went with Lord Argus to war, serving as healers and spiritual support for the troops. What remains are just a few junior laymen who conduct services and keep the place in order.

10. Drownington:

This is the low-lying middle between Auld’Irey, Newchurch, Estell and Jasperhill. Being one of the lowest areas around the delta, no one sane would live here and yet it is crowded with temporary structures, water-logged shanties and traveller’s tents. This transient community is definitely the bad part of town.

It exists because the town watch has repeatedly proven it is loathe to come down here. This is understandable, it is not easy to get to Drownington from Auld’Irey. The bridge that connects Auld’Irey to Newchurch is separated by a wall. The eastern gate that connects Auld’Irey to Estell has no access to Drownington. You have to leave through the north gate and trudge through hundreds of yards of muddy bog to make it to Drownington. The guard rarely bothers. Thus, there is effectively a small lawless zone right in the middle of Farholde. This is Drownington. And if someone needs to avoid officials and doesn’t mind the occassional flood, anyone can setup shop here.

Drownington is a maze of transients and cast-offs. Fights and muggings are common. Illegal goods unthinkable to trade up on the hills are openly trafficked here. Desperate prostitutes peddle their wares besides drunken river sailors too broke to afford lodging above.

13. Westell:

This low hill has a small rural community that marks the beginning of a collection of loosely affiliated farms that stretch south towards the Caer Bryr’s edge.

14. Corgan's Landing:

This is a large slab of stone built on the banks of the Scardynn almost two centuries ago. Though it has settled some, it remains comfortably above the flood line. Thus, it is completely filled with warehouses, businesses and offices of all sorts. It is also the home of the Harbormaster’s House.