Attollendum Wikia

## Welcome to the Attollendum Wiki

Welcome! This wiki is dedicated to compiling information about the continent of Attollendum where our D&D campaign is set, specifically the Realm of Manicae. Here you will find information about the people, places, and history of Attollendum. Below you will find the main plot notes of the Eastern Campaign, and recent site activity further down. All players can create their own character pages with backgrounds and all that shit if they feel up to it.

## Western Campaign

Click here to jump to the western campaign page.

## How TF does combat work?

 **Combat Items:**

1. Small weapons
	1. daggers, knives, improvised weapons, sling
	2. deals 3+1D4 damage
	3. Can dual wield with no penalty
2. Medium weapons
	1. Short sword, hand axe, basic bow
	2. deals 5+1D6 damage
	3. can dual wield with a -1 STR penalty\*
3. Heavy Weapons (2 handed)
	1. Battle Axe, Longsword, flail, war bow
	2. deals 7+1D8 damage

**Armor**

1. unarmored
	1. -1 CON, +1 DEX
2. Leather armor
	1. +1 CON
3. Wood Shield
	1. +1 CON while equipped
4. Basic metal armor
	1. +2 CON, -1 DEX
5. Heavy Chain Mail
	1. +3 CON, -1 DEX, -1 STR\*
	2. NEGATES 3 dmg from impact attacks

\*\*\*MUST END UP WITH A POSITIVE STAT AFTER APPLYING

**Attacking and Defending Rolls**

1. Add STR to melee attack, DEX to ranged attack rolls, INT to magic-based attacks
2. Can add either DEX or CON bonus to defending rolls
	1. If attack MUST be dodged, ONLY DEX can be used
3. If no action is taken during a turn besides attacking, gain +1 to attack roll for a focussed attack.

## Eastern Campaign: The Story So Far

**The Players!**

Chief Cherpa: elven ranger (Riley)

Quarion: Half-elf ranger (Alex)

Fognar: Dwarf fighter (Blake)

Alacar: Half-elf wizard (Mason)

Peewee Richard: Gnome wizard (jackson)

Iiaboag Emoticon: Halfling Druid (Richie)

**Day 1: Chief Cherpa, Quarion, Fognar**

Start in Lonely shrike in outside of Austeris. Players meet and talk with **Scarlett** about the area. **Bertrand** and multiple members of the Austerian guard attack the shrike, suspecting correctly that it is a hub for underground magic practices. Cherpa is injured trying to intervene, but Scarlett and friends manage to drive them away, while Bertrand vows to return. The PC’s meet **Ser Horst** who heals Cherpa. Scarlet explains her position as leader of the Lanius, a secret underground group that practices magic. In the wake of the Langolier war, Austeris banned the public use of all magic in fear of its power and the return of the Langoliers. The PC’s decide to help her smuggle supplies from Platt’s Paradise, a secret shop in Austeris.

The PC’s leave he lonely shrike and arrive at the walls of Austeris at noon.

**Day 2: Quarion, Fognar, and Alacar**

After arriving in the city and making it past the guards, the PC’s search for a place to find information about the city. They end up at a tavern called GLT, where they learn some history of the city. When leaving, they run straight into Bertrand, initiating a chase through the city. The players split up. Alacar escapes after disabling a mysterious masked guard with a throwing star. Quarion also escaped, but inadvertently led to the deaths of two guards: one who was impaled on the broken pieces of a fruit cart and another who fell off a roof in pursuit. Fognar flees, briefly attempts to fight, but is captured and hauled to jail by Bertrand.

Quarion and Alacar regroup and decide to head to Platt’s Paradise and find Fognar later. The warehouse they arrive in on the East Wharf is sketchy at best, filled with long rows of shelves containing thousands of items. Eventually they meet **Platt**, who is working at a small desk on the far side of the warehouse. He brings forth a chest after hearing they are from Scarlet, and asks for payment. The PC’s aren’t sure what to give, and Platt laughs unnervingly. “Easy enough, I suppose one of you will have to do for payment...” he says, and he transforms into a terrifyingly large Soulspike Devourer, complete with one helpless soul screaming and impaled on one of his spikes. He attempts to attack Alacar, but Quarion interferes. He promises to bring 10 more souls instead, and makes a pact to deliver them in two weeks. The PC’s leave and find an abandoned house on the east wharf to squat in for the night.

Day 3: Quarion, Fognar, and Chief Cherpa

The crew start in the abandoned house they found earlier and depart around 9 am. They manage to sneak back to Platt’s place to retrieve the crate that they forgot. They find Platt who is unnerving as usual and leave without incident, with the addition of a homemade cart. While leaving the city, they also find that their faces have been plastered on leaflets around the city. They manage to sneak out of the city limits and head into the forest to travel back to the Lonely Shrike. While in the forest they were jumped by 3 robbers who were all brothers. Quarion was shot in the shoulder and the kneecap, but the brigands were eventually defeated. Quarion also found a buried, magical sword of questionable origin. They also open the crate they got from Platt's Paradise, and they find a magical compass in an elaborately carved black and red case. The compass spins randomly and points at seemingly random things. Quarion takes charge of the compass and the crew camped out in the forest that night.

**Day 4: (Pact day 3) Quarion, Fognar, Peewee Richard**

The PC’s start in the forest again and work their way west back toward the main road. Eventually they link up with the road and see large crowds of people heading into the city. They learn that public trials are being held today, and Fognar will be sentenced in a matter of hours. In the hopes of releasing Fognar from his incarceration, they head into the city under disguise. While approaching the courthouse, however, one of the guards recognizes the duo. They are quickly surrounded and brought into jail by Bertrand (again), where they reunite with Fognar. After briefly discussing their predicament, they are all taken to trial together.

The trial is held in a large courthouse room with an overhanging balcony. The honorable **Gethiel Amude** presides, but the PC’s also notice that the previous king, **Unferth I**, along with his personal guard, are present and watching the proceedings from the high balcony. The old king appears to be near 90 years old, but seems relatively laid back and dismisses the honorifics of Amude when he is suddenly noticed in the crowd. As the trial begins, the party is accused of:

-Being implicated with the Lanius in the encounter in the Lonely Shrike inn

-Fleeing from the custody of Bertrand in the city

-Being implicated in the deaths of 27 people in 2 firebombings that occured within the past month

The PC’s explained they had no idea about the magical terrorist actions, and they successfully explained that they were only bystanders in the Lonely Shrike altercation. They also explained that their previous homes were less civilized, and that’s why they instinctively fleed from Bertrand and the guard in the city. Ser Malick, a guardsmen who is “allied” with the new king, attempts to argue against them, but is called out for false claims by Unferth I himself. The party is found innocent and released. To their surprise, they are asked to meet with Unferth in a private room in the courthouse.

Unferth, Bertrand, and Lady Mira join them in the room and they discuss the modern happenings, the firebombings, the issue of the Lonely Shrike, etc. Eventually Unferth recruits the party to help uncover what’s happening at the Lonely Shrike and what’s been going on with the Lanius. Bertrand and **Lady Mira**, along with a small contingent of guards, will assist them. The party leaves the courthouse and gets equipped at the armory, and they spend the night in the armory guard’s quarters. They also learn of master dwarf armorer **Erik Hobur**, who Fognar wanted to help forge him a weapon.

**Day 5: (pact day 4) Fognar, Pee Wee, Iiabog, Quarion**

The party starts off in the officer’s quarters, getting equipped and ready. The group meets up with Bertrand and Lady Mira, where it is revealed that Mira is a sorceress of some kind, possibly doing secret magic research for Unferth I. Multiple guards and even a few Shadowknights also accompany them as they head out to the Lonely Shrike. As it begins to rain outside, they set up a perimeter around the building. Some of the PC’s enter, but the Inn appears abandoned. Eventually they head downstairs with Lady Mira and find Scarlet, along with several other hooded figures. One sits in a dark corner. Scarlet seems very flustered and confused, switching between hostile and strangely disoriented, and the party realizes that her eyes will actually change color, from dark black while hostile to green while confused. She keeps wondering why they came there, and then becoming angry at their presence and demanding that they leave. The other Lanius members seem to become increasingly disturbed and take on hostile stances, and the figure in the corner suddenly seems to wake up. At this point it becomes clear that Scarlet and the other Lanius will become violent if the PC’s don’t leave, so they slowly make their way back upstairs. Just as they are about to leave, Scarlet’s eyes flicker back to green and she manages to quietly say “help us...” before her eyes become fully black.

The PC’s leave the Inn and it is raining heavily. Mira briefly talks to Bertrand, saying that they know who Scarlet is, and urges them to return to Unferth I with an update.

**Day 6: Quarion, Fognar, Peewee**

(needs more harem)

The party gets back to Austeris and make their way to the courthouse room where they talked with Unferth earlier. Unferth I is there waiting, pacing impatiently,

when they arrive. They explain what happened at the Lonely Shrike, and Lady Mira talks about what she discovered. First, that they were under some kind of powerful mind control, likely from the mysterious man in the corner. However, the magic felt very “brute force” and less controlled. She likened it to using a sledgehammer to build a house. She also said that she recognised Scarlet, and that she was actually **Scarlet Primanova,** the heir of Palatine and older sister of **Lady Galatea Primanova**, the Sentinel of Palatine. The players are not impressed with this revelation :/

Unferth realizes that Scarlet must be rescued to avoid a huge diplomatic upset with the Primanova family and Palatine itself. He asks the players to head back to the Lonely Shrike with two orders: Save Scarlet at any cost, and capture or kill the mysterious cloaked figure. With this, the party heads back to the barracks to rest up for the next day.

At 3 am, the party awakens and quickly realize that the barracks are on fire. They get out of the building just before the entire structure explodes catastrophically. Dozens lie dead, burned, or dismembered around the ruins, and those guards that survived are completely shell-shocked. Fognar breaks his wrist when he’s knocked from the explosion. They can also see two other areas of the city are burning, and they set out to look for Bertrand. They head toward the Castle gates and the city is in pandemonium. Everyone is terrified and running around, but they finally manage to see Bertrand, battered and covered with soot, shoving his way to the gates through the crowd. He’s pissed as shit, and he’s trying to get more guards out of the castle to help with the fires. When he sees the PCs he sends one of the honor guards with them to help fight a fire on the wharf. They head over there and successfully get the fire under control.

*Pee wee learned basic two-way telepathic communication!*

**NEW DEVELOPMENT: PRACTICE**

**Characters can learn new abilities that are tougher. They can devote one hour to practice and roll for improving it. If they roll higher than a set number (standard 8) 3 times, they can learn that skill. A mentor may be needed for wholly new or unusual skills. E.g., learning how to shoot two arrows at once might just take practice, but learning to resurrect an ally would take extensive training from a skilled magic wielder.**

**Day 7: Quarion, Fognar, Peewee, Cherpa**

After successfully battling the fires, the crew decides to head to the abandoned building they found earlier to rest. On the way there, however, they are followed by a strange cloaked figure. They confront him, but he refuses to say who he is or who he’s working for, but he does claim that the bombings were his doing and that he is the head honcho. Fognar talks shit and gets hit (gets his tongue incinerated for mouthing off). He seems to know about what the group was planning on doing, and he tells them to stay out of his business. The mystery man advises the group to leave the city immediately before more people have to die. He then leaves into the night, and the party goes to the abandoned house to rest up. They also spend five hours training their skills:

*Peewee learns how to heal broken bones!*

*Fognar improves lockpicking!*

*Chief Cherpa learns to fire two arrows at once!*

After taking time to rest, the main group leaves to talk to Platt again (Cherpa stays behind to get more sleep). They arrive at Platt’s Pardise and learn that Platt was not behind the bombings. Instead, he claims it was a group known as **The Drachen**, a magical organization that sounds very powerful. Platt says that even he doesn’t mess with them anymore, mentioning something about them having better eyes than most people. He also says that they deal a lot with fire, but tells the characters to heed the mystery man’s advice if they don’t wanna get roughed up. The group then leaves Platt’s and sets about retrieving the street urchins to sacrifice to him.

They manage to convince two families and a small crowd of people (a total of 19 men, women, and children) whose homes were destroyed in the fires that Platt’s Paradise was a safe haven for them. They leave and are briefly contacted (telepathically) by Platt, who says that the PCs are assholes. In his last message, he tells the PCs to be careful what they’re doing, and that they shouldn’t stay on the path that they’re on. He says “I have a reason for what I’ve been doing, but your karma will catch up to you...”. They are not able to contact him after this.

The players then decide to find Bertrand and head back to the castle. After a while they hear a low rumbling and see a blinding white beam of light come down over Platt’s Paradise for a split second. When they’re unable to contact him telepathically, they head back to the wharf. At Platt’s place, there is a hole in the ceiling in front of his desk with a crater underneath. The hole and crater are charred with “reverse fire” that looks like extreme sun faded white instead of black soot. They also notice some unknown magic runes/markings around the crater. Unsure of what happened, they decide to head back to the castle to find Bertrand.

The group returns to the castle and there are still mobs of people all around. Once inside the outer gates, however, the group is once again surrounded by a group of Austerian honor guards. The guards refuse to tell them what's going on, but eventually their leader steps forward. The party recognizes him as **Ser Malick**, a friend of **Unferth II** who testified against them when in court. Malick says that he's taking the party to see the king, and asks them to relinquish their weapons. They grudgingly oblidge, and before they can do anything they are bound in handcuffs and forcibly taken inside. The party as a whole doesn't like this, so they struggle and shout insults (dubbing Ser Malick "sir man-lick") and are punished with brutality as they are lead down stairs into the dungeon. The DM is not impressed.

They are all placed in the lowest cell and the door is barred. Inside they find, bound in handcuffs, Lady Mira and OG Unferth. In addition, Bertrand is chained to the wall, sporting multiple bruises. After a quick reunion, the two parties decide to come clean about what they know. The party fills them in about everything that happened with Platt and the whole deal, MINUS the fact that they basically murdered 19 urchins. In return, the players learn many things from Unferth, Mira, and Bertrand. For one, Platt used to work for Mira and Unferth. Lady Mira was the head of an underground magic research group put together by Unferth I. Platt was once a student of hers specializing in illusions. However, Mira decided to remove him from the organization. Much of Platt's family was wiped out when the Langoliers attacked Manicae, and he was secretly researching and studying to find a weapon that could be used against them, should the need ever arise. Mira's group had a strict focus on defensive, healing, and scientific research, and so they removed him from the group. The party also learns that Unferth II is *very* anti-magic. His mother (OG Unferth's late wife) impressed this on him, as her entire family was killed by Langolier warlocks. Unferth II apparently had them arrested after learning of their clandestine operations involving the Lanius, and possibly Platt.

The group quickly decides that they gotta blow that popsicle stand, and they hatch a daring escape plan. Long story short, they bust outta there, kill a pants load of guards, and recruit one to their cause (**Billie the Kid,** a large bumbling but strong knight with a morningstar). Unferth also wields a massive greatsword, which is pretty baller. They manage to escape the castle and return to the city, leaving a trail of bodies behind along with a note that reads "The OG Unferth Clan Sends its regards <3".

**NEW DEVELOPMENT!!!**

NPCS now have have straight plus or minus values to all rolls. Enemies can be +3, for example, to streamline combat. Ties go to players.

**Day 8: Pee Wee, Iabog Emoticon, Fognar**

After escaping into the city, the party heads to the abandoned house near the East Wharf. They discuss their plan of action and decide that the party should go to the Lonely Shrike and continue attempting to free Scarlet. Meanwhile, OG Unferth and his gang plan to go to ground and quietly attempt to rally supporters, knowing that killing so many guards on the way out isn't looking too great for the old king.

The party rests and heads out to the Lonely Shrike, successfully evading the guards at the city's exit. Once they arrive, the party sees that things have not changed drastically. There are no customers in the inn, and this time the mysterious cloaked figure is sitting at a table waiting for them. Surprisingly, the party finds that he is a young Dark Elf with a glowing red stone on a chain around his neck. The Elf attempts to use Scarlet and her entourage to fight the party, but they manage to focus fire and kill the Dark Elf quickly. Scarlet and the others are released from his control and their eyes return to normal. Scarlet thanks the party and introduces them to her group of sketch magic users known as the **Lanius**:

* **Ser Horst:** An older member of the Lanius just past middle age, Horst is a skilled healer (wears a yellow cloak)
* **Alfonse:** Scarlet's 2nd in command, Alfonse is a powerful human conjurer (purple)
* **Willhelm Bloodstone:** A dark elf sworn to Scarlet's service, he practices necromancy and dark magic (grey)
* **Sharon Evergreen:** A young, very pale mage with silver hair and ice blue eyes, specialized in ice magic (white)
* **Rabastan:** A new member of the Lanius and an ex-paladin of the Austerian Guard

During the introductions, Iabog notices that the red stone has started to disintegrate into dust, burning a circle into the chest of the dead Dark Elf. Scarlet does not know what the stone was, but she guesses that it may have been used as a magic amplifier of some sort. She explains that the mind control they experienced seemed very "brute force." Her crew was basically blacked out while under its effect, while a skilled mind control expert may, by comparison, just subconciously will you to do something. Her best guess was that the dark elf was merely a pawn to keep them under control for some reason.

The party fills Scarlet in on the goings-on of Austeris, and Scarlet advises that their priority should be getting Unferth I back on the throne. She recommends looking towards Garum and getting the help of **Ballard Ironheart**, the leader of Garum who is hugely respected in Austeris for his assistance with the Langolier War. The party leaves off here, staying the night at the Inn.

**Day 9: Pee Wee, Iabog, Quarion, Chief Cherpa**

The party begins at the Lonely Shrike where they left off. In the morning they decide to follow Scarlet's advise and head towards Garum, a journey that should take about a week. After a few hours of travel, they encounter a very elderly woman on the side of the road. She claims to be a fortune teller and offers to read their palms for a small fee. Quarion agrees, and she looks carefully at his hand, mentioning that she can tell the group has had a rough couple of days. She says that there will be trouble for the group ahead and they need to watch their step. If they continue down the path they're on, it will bring only pain and suffering. Iabog is not impressed with this obviously well-developed character.

After that fun encounter, the group continues on. Around dinnertime, they come across a major trade caravan heading along the road. The party makes an attempt to rob the caravan and steal a wagon along with horses, but they are instantly discovered sneaking around the caravan. Luckily, Quarion is able to bullshit his way out of getting ass-whooped by the caravan guards by saying they were "hunting a big deer that was, like, totally right over there". The head guard buys it, and offers to let the party travel along with them until they get to The Crossroads. The party agrees, and they travel together until dark where the caravan sets up camp. The caravaners relax for the night, eating dinner and playing music around a campfire, while the party talks to the caravan's lead guard. The guard explains that The Crossroads has a lot of small shops and little towns nearby, so lots of goods and caravans go through there. He also said the party might be able to get jobs as caravan guards if they check postings at The Crossroads.

Once most of the caravan eventually goes to sleep, and Chief Cherpa becomes disconnected from reality. The rest of the party (aside from Pee Wee), decides to actually     go out hunting and try to find a deer. While they're out "hunting" the mysterious man in black sneaks up on them once again (the same guy who burned Fognar's tongue off and claimed to be behind the firebombings). He seems rather pissed that the party screwed with his dealings in Austeris and killed his agent in the Lonely Shrike. He claims he's sick of their interruptions and doesn't have time to deal with them anymore. He disappears in a puff of not smoke, but not before summoning a fire elemental to kill them.
Iabog is injured right off the bat and chased before escaping using mainly turtle shenannigans to escape. The group retreats back towards the caravan while the elemental gathers strength and grows in size. As soon as they get back to the caravan, the guards wake up just in time to see the elemental unleash a devastating attack on the entire camp. The whole area is engulfed in flames, destroying all the wagons and trade supplies. The only survivors are the party members, who are left badly burned with most of their clothes and equipment destroyed. The party barely manages to finish off the elemental when their buddy in black shows up again. He comments that their performance was pretty sad, but they might be a little useful to him after all. The party notices that he is also wearing a large red gemstone (similar to, but larger than, the stone that the Dark Elf had at the Lonely Shrike). The gemstone glows a     deep red before the man disappears once again.
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