Thursday, April 29, 2021

Meet the Martells

House Martell

Eldros Nymeros Martell, Lord of House Martell and Prince of Sunspear. Forty years old this year, Eldros took his name in honor of those named before him. Well liked by his noblemen as Eldros is known to honor established Dornish and Rhoynar traditions and virtues. In 158 AC, the Prince of Dorne and forty of the most powerful Dornish lords bent their knees to King Daeron during what is referred to as the Submission of Sunspear. This ruse was meant to put the young King at ease while an assassin attempted to premeaturely end the Targaryen King's reign. In stead it was Daeron's cousin Aemon Targaryen- the 'Dragonknight' that took the poisoned arrow instead. 

After the failed assassination attempt the Dornish lords fled the Broken Arm region while Eldros Martell took his family, which included three Spear Tower Coucil seat members, and retreated from Sunspear to hopefully protect the Dornish people from Targaryen retaliation

 

Marissa

Princess Marissa Martell
, 39 year old wife of Eldros Martell. It came as no surprise that Eldros should take a strong wife from House Jolen of Deserthearth. House Jolen is a prestigious house with a long tradition of training the deadliest spearmen most of whom become Sun Guardsmen or women. She has also disappeared with her husband last year. 


Myriah Martell eldest daughter of Eldros and Marissa. 23 years old she is highly regarded in the Tower of the Sun not only as an aspiring aristocrat but as a Shield Maiden of R'hllor possessing great toughness for a woman who focuses on utilizing her shield to great effectiveness. She supports her allies with fervor, combat advice, a moment of greatness spell as well as conferring protection from evil to all her allies. She will often march into open combat fighting defensively, bolstering the spirits of her allies while filling enemies with fear and doubt.  


Markon

Markon Martel Myriah’s brother and heir to Sunspear. Quiet, cunning and sarcastic- Markon completed his formal studies at a young age a fact he doesn’t let anyone forget. A shrewd observer Markon seems to have no desire to be Dorne's heir but only to enjoy a highborn's life of bathhouses and intrigue.  

Vasilios 
 

Vasilios Martell, uncle to Prince Martell. Vasilios or 'Vas’ boasts near limitless resources as well as a jaded sense of boredom; he is easily appeased by playing patron to fools. In his late 50's he has political ties to many of the minor banner houses of the Broken Arm. In Dornish Vasilios means royal blood. He has a disappointment for a son named Varcus. 

 

Adina

Adina Martel, charming older sister to Prince Martell at 45 year old. Adina serves the Spear Tower Council as seneschal who takes care of the Old Palace and Martell administration including the events in the Great Hall. Never married, Adina has been courted by many Broken Arm houses in her youth including Houses Varrel and House Cassien, each house held annual tournaments to appease the gods in their pursuits of her. 


Varcus

Varcus Martel, 30 year old son of Vasilios who serves as the lord treasurer. An unseemly portly man gifted with a weird intelligence who is not known for his generosity. 



Jessar Martell, brother to Prince Martell, serves as the constable for the Old Palace. Rough and capable, Jessar is often mistaken as older because of his rugged looks; Jessar often heads into the unknown trouble with an elite group of palace guards from House Lleryn he calls the Sand Vipers who return with tales to tell. The Heroes first met him and Myriah at the Sun Tower 

Tuesday, April 20, 2021

Kali’s Book of Shadows

Kali - the Crone
Kali, AKA the Crone, was born during a solar eclipse with the uncanny ability to speak with shadows, a talent that labeled her and her family as witches in their homeland of Ghis. They turned to the Church of Seven where they were also cast out, Kali’s parents hunted and viciously killed by the Iron Cleric of Andalos, an inquisitor for the church. 

For most of her life, Kali was unwelcome wherever she went but she would eventually have her revenge against the church. 

Years later, in 129 AC Kali found acceptance for a time at the Citadel in her adult life- until a sex scandal involving young students Oghan and Ka’heb got her thrown out of the Citadel for practicing dark carnal magic- but not before she became pregnant with Oghan’s child. Again Kali was shunned by the community. 

The child was a girl Kali named Moerani, AKA the Mother, who was also born with the same ability to speak to shadows only it came years later when Moerani reached womanhood. Unfortunately when Moerani spoke to the shadows for the first time, she did not know what she was saying- only that she was calling to the darkness. The darkness responded. A dark man with a suit and tie emerged from shadow and raped Moerani for thirteen days before returning to the shadow plane. 

The resulting child of this horrific union Moerani named Monday, AKA the Maiden. Monday was born during a lunar eclipse later that year speaking prophecy from the womb about the Night Queen. That was 13 years ago. Furthermore, it seemed the Beast of Ill Omen, and shadow touchstone guardian, would only heel to Monday. 

Together the three witches would speak in the umbral tongue and call forth dark folk from the shadows without the need for ritual black sand, and as a coven of night sisters they had a direct line of communication with the Night Queen. The trio begged the Night Queen for purpose. Again the darkness responded. The Night Queen wanted a shadow touchstone created and desired vampire spawn. 


Further notes in Kali’s Book of Shadows indicate 100 dark folk would be needed to create a shadow touchstone for the Night Queen, the same number in spirit shards and a location of great antiquity- and if possible, great religious significance: the ancient Dornish temple to Mother Rhoyne

Not long after the three Ghiscari Bouda came from Essos to Dorne, ferried by Alyn Velaryon they arrived on the evening of the Autumn Equinoxand in a little more than six weeks the three witches had accomplished their goal of creating a shadow touchstone. 

With a functioning shadow touchstone the witches brought forth dark callers, divine summoners for the Night Queen, who specialized in ‘calling’ a dark spawn called an Owb to Westersos. One each day. These spawn can affect someone with the effects of the shadow plane with a touch. 

As for a candidate vampire spawn for the Night Queen, Kali's backstory and journal clearly indicated she had the motive and immediately targeted the Church of seven’s Pious Moll with nightmares that quickly broke the man's sanity. Kali satisfied her most of her vengeance against the church of seven by corrupting a paladin before he fell to the Night Queen. 

Pious Moll became the vampire that destroyed the Weeping Stones (water touchstone) at Sunspear. As for the congregation of the seven, half of them fed power to the Night Queen in a blood sacrifice reminiscent of the days of the 13th lord commander. While the other half became fetchlings touched by the shadow plane. 

The following items were gathered after their defeat:

Total spirt shards from defeated dark folk: 18 (bone circlets)

The witches decorated themselves in twisted parodies of the Church’s Maiden, Mother, and Crone (outfit). A statement of outward disrespect and hatred for the Church of seven. 

All five hex dolls the three witches possessed, one for each of the heroes holds one corresponding elemental shard.

Each Ghiscari witch had a vile dagger or Athame that’s design matched the other blades. The three athame identified them from the same coven. Each honed blade is capable of inflicting injury type poisons while the handle contains a devious trap for those unwary wielders. Each athame sheath holds one bladesharp stone

Each woman had a gaudy poison ring (3) that could be loaded with an inhaled poison or toxin. 

Wolfsbane Wand- (3) 9” long vile twisted black wands of petrified wolfsbane root from the shadow plane. The Wolfbane Wand offers an array of darkness and shadow manipulation zero level spells for whoever a dark slayer deems worthy. These magical wands only work for an individual if freely given one by a dark folk slayer. 

One each: Oneiromancy Elixir, Lucid Dreamer Elixir, Dreamspeaking Elixir, Dream Learning Elixir.

2 spirit shards, 2 potions of darkvision, 5 potions of CMW, 2 potions of exceptional ability, 2 oil of magic weapon, 1 oil of darkness, 3 doses of Styx oil, 3 Cackling hag’s blouse, 3 bloodbind bandages, 3 dawnleaf pouches and an exotic carved smoking pipe (pictured above) once belonged to a citadel student named Oghan. 

Cauldron of Nightmares and Dreamscapes: crafted from the breastplate of the murdered Iron Cleric of Andalos; this 25 lbs. black iron cauldron grants a +4 insight bonus to Craft (alchemy) skill checks. In addition, this magical cauldron allows users with the Brew Potion feat the ability to brew either a Dire Sleep Elixir (cursed) or Elixir of Unbroken Night- one elixir per week. The cauldron only functions during waxing and waning periods of the moon for the elixirs and is dormant during new and full moon phases as the cauldron recharges its energies. 

"You shouldn't have come here."

Wednesday, April 14, 2021

Uniting the Resistance

Clash with Tyrell remnants at Hellholt

The day after the Heroes departed Sandstone, Dragen Redsand rallied resistance allies and sailed east through the Red Sands of Dorne, not only to support Dornish independence against the Targaryens but to come to the aid of Brim and his allies. 

A few days after defeating the Tyrell remnants at Hellholt, Dragen and his sand ships arrived in Vaith and with the help of young lord Dyron Vaith, took possession of a barge and sailed unimpeded up the Greenblood waters to the Goldsands Mercantile docks. 

From the river Greenblood...

Samaya Qorgyle
Samaya Qorgyle- 25 year old heiress to Sandstone (her flying steed Storm) and Brim's fiancĂ©. She is accompanied by a troop of dockers from Sandstone who proved themselves feverous supporters of the resistance. 

Nerayam Qorgyle- 18 year old goth sister of house Qorgyle. A user of spirit shards; her ability to speak to scorpions proved to be the rallying call for the resistance. She helped Boren decipher the Doctrine of Eternal Night. 

Ser Dragen Redsand- A special ops Sun Guard and Redsand member who was popular with the heroes. He was killed by Targaryen collectors on the night of the revolution. He was blessedly resurrected by Brim the next evening. Dragen leads a sand scorpion troop to Sunspear in support of the resistance. 

Ser Zakar Redsand- bastard cousin to lord Sethron Qorgyle, member of the Redsand brotherhood, and commander of the Sandstone Sun Guard. Honorable and just, Zakar brings with him an all-male Sun Guard troop

Luthaby Smyde- of the Poisoned Pen in Sandstone- wizened scroll writer and historian who's old partner ended up a vampire spawn of the Night Queen. He brings lore hoping information will help against the Night Queen. 
Dragen Redsand

Dyron Vaith- son of Desmor of House Vaith. He was one of the highborn nobles held to keep Houses of Dorne docile during King Daeron's conquest of Dorne. 
Dyron is a pyromancer and a young veteran of several battles. His father Desmore, adventured with Mon and Brim almost twenty years ago. Dyron sees himself indebted to Brim epically for saving his father's life. His house rules Vaith that lies along the Greenblood and was one of the holdfasts attacked by Alyn Velaryon. 

Dyron comes to Sunspear with a mysterious message to Brim from his father.  

Rylon Wells- Rylon is the son of Commodore Charres Wells of the royal Dornish navy. Rylon is from Sunspear and is also one of the highborn nobles the heroes freed from the Tyrells. His father was with the Martells when they fled Sunspear after the assassination attempt on the King. Rylon has returned to Sunspear to look for his father. 

Devron Allyrion- an aspiring weapons master for his house and another young noble rescued by the heroes. Godsgrace lies along the Greenblood and was one of the holdfasts attacked by Alyn Velaryon. 

Devran and Jimmer - 
monks from High Hermitage who came to Sandstone on giant eagles to support the resistance. 

Sosan and Natari- two female Speakers who were first encountered at the Oasis of the gods. Sosan traveled with the heroes to Sandstone. Natari would eventually 
lead refugees to Sandstone.

Utaref Mormont- came to the Yronwood from Bear Island, with nothing but a hammer and the clothes on his back. In the years following Utaref has made a career working for Goldsands as a barge operator, shipwright and sand shipwright. He also regularly services Radco Sands' amazing balloon carriage. He is also a resistance fighter. 

Goldsands: Mercantile, Docks and Warehouse. 

From the city...

Myriah Martell
Myriah Martell- Brim's cohort and eldest daughter of Nymeros and Marissa Martell. At 23 years old she is highly regarded in the Tower of the Sun not only as an aspiring aristocrat but as a fierce Sun warpriest. She leads a troop of Sun Guard followers for Brim. 

Will Manderly- formerly Rickon Stark’s faithful squire. Now sworn cohort  to the new King of the North- Boren Stark. Will leads a troop of King's Watch followers for Boren

Jessar Martell- brother to Prince Martell. Jessar serves as the constable for the Old Palace. Rough and capable, he leads an elite troop of palace guards from House Lleryn called The Sand Vipers. 

Girstem Warder- master of the courts 
on the Spear Tower Council.

Cassella Vaith- 
princess of the Greenblood and honorary seat on the Spear Tower Council. 

Elden and Felir- monks from 
High Hermitage who came to Sunspear on giant eagles to support the resistance. 

Ser Malak Redsand- found during a scouting patrol from the Old Palace. Malik leads a troop of Sand Scorpions from House Varrel. 

Dhulsa- A strange long lived humanoid impacted by the arrival of the dark folk. Guide of Clan Fareyes, Dhulsa is accompanied by a peaceful troop of Speakers. 

Relek- clan elder; a conflicted man who has forsaken the Speaker pacifist ways and taken up sword against the dark folk. 
Relek 

Been, Saren and Jesmyn- Speakers originally met in the Hedge maze in the Old palace - they are named members of Dhulsa's troop.  

Maester Pyre Baugh- and his scribe, Pyre is Maester for House Martell and sits on the Spear Tower Council in Sunspear. 

Tergaram Carcel and his ward. Tergaram is the Martell's Secretary of War on the Spear Tower council. 

Radco Sands a familiar face for the heroes. An ally from the first meeting at the High Hermitage Sorghum Festival, Radco helped carry secret messages for Samaya Qorgyle and the resistance in his amazing flying carriage to Sunspear and to factions of resistance along with way.

Dora Silkhead purveyor of an upscale grocer and caretaker of the old gardens in Sunspear; she leads a roguish troop of Dornish citizens who scavenge for resources against the dark folk. This troop includes two nurses. (+5 Heal skill) 

Other Troops
Baratheon Troop (Sertlan, Kyle)
Dornish Volunteer Citizen Soldiers Troops. 

Vaith

Arriving from the Seas...

Marthew Yronwood: Grizzled and scarred Admiral of Ships for house Yronwood and second brother to Lord Longthorpe Yronwood. Marthew is the father of twins Lexia and Larris, all of whom the heroes met at the Sorgum Festival at High Hermitage where Marthew guarded against unfair meddling by House Dayne. 
Marthew Yronwood

Mel Leah of Yronwood: A House Yronwood cleric and Marthew's lover. Mel Leah is a mystic and druggist who's acquaintance was helpful for the Heroes. She was Lexia and Larris' wet-nurse and caregiver. 

Lexia Yronwood: daughter of Marthew; last year’s sorghum queen and Dornish loyalist, she was an early ally for the resistance. 

Larris Yronwood: always in his sister’s shadow, Larris is a hot-tempered swords man with an unmatched charm with the ladies. Uneasy friends at first as a rival competitor at the Sorghum Festival. Larris eventually warmed up when he realized he shared a common enemy with the heroes. 

Luras Yronwood: Son of Lord Longthorpe and heir to Yronwood, Luras was of the young nobles rescued from Tyrell captivity. Luras along with his twin cousins Lexia and Larris convinced Marthew to rally behind the resistance and sail for the undefended Sunspear. 

The Cradle (Fire Touchstone)


Thursday, April 8, 2021

Temple to Mother Rhoyne, the Shadow Touchstone


Dark skies over Sunspear


Ruined Temple to Mother Rhoyne


Ghiscari Bouda- Moon Maiden


Ghiscari Witch- Mother of Shadows


Ghiscari Bouda- Crone of Nightmares


The Beast of Ill-Omen


A Fetchling Owl?

A Dark Caller


The Night Queen

Tuesday, April 6, 2021

The King's Watch and Sun Guard

A troop (subtype, bestiary 6) is a collection of creatures that acts as a single creature, similar to a swarm, but as part of a military unit. A troop has the characteristics of its type, except as noted here. A troop has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A troop attempts saving throws as a single creature. *These are devoted subordinates that were also attracted to your heroic cause under the leadership feat



The King's Watch       CR 3
NG Medium humanoid (human, troop)
Init +0; Senses Perception +1
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 16 (1d10+6)
Fort +3, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee troop 1d8+2 (obsidian short spear)
Space 10’ Reach 5’
Special Attacks Skirmisher
--------------------
Statistics
--------------------
Str 15, Dex 11, Con 12, Int 10, Wis 10, Cha 9
Base Atk +1; CMB +3; CMD 13 (can’t be tripped)
Feats Armor Focus, Weapon Focus (spear)
Skills Perception +1, Survival +1
Languages Common
Other Gear studded leather, light wooden quickdraw shield, obsidian spear
--------------------
Special Abilities
--------------------
Troop Traits: can’t be flanked, but can be critically hit and is subject to precision damage. Reducing a troop to 0 hit points/wound points causes the troop to break up, effectively destroying the troop. A troop is never staggered or reduced to dying state by damage. Also, a troop cannot be subject to bull rush, dirty trick, disarm, drag, grapple reposition, or trip combat maneuver, unless it's affected by area.  A troop can grapple an opponent and makes attacks of opportunity as a single creature. Troops are immune to any spell or effect that targets a specific number of creatures (like disintegrate and haste). A troop takes half again as much damage (+50%) from spells or effects that affect an area (like fireball). 

Elite Troop: Some troops enjoy the sponsorship of a wealthy benefactor, whether an ambitious noble or a powerful warlord eager to fund a band of highly-trained guards. Such troops gain the benefit of better recruitment, better training, and higher-quality arms and armor. Elite troops gain a +4 armor bonus to their Armor Class, increase the damage dice of either their melee or ranged troop attack by one die type—d6 increases to d8, for example— and gain 2 hit points per Hit Die. Their movement is reduced by 10 feet

Skirmishers: Skirmishers are effective and versatile hit-and-run troops. In exchange for reducing their Armor Class by 2 and their troop melee damage by one die (troops that normally deal 1d8 points of damage instead deal 1d6 points of damage), the troop’s primary movement speed increases by 10 feet. In addition, the troop gains a ranged special attack that takes the form of up to two lines starting from the corner of any square in the troop’s space, with a range equal to the base range increment of a selected weapon type, such as spears (20') or javelins (30'). Like with the troop’s melee attack, all creatures in the lines’ areas of effect are hit by the attack automatically, though targets can attempt a Reflex saving throw for half damage (DC = 10 + 1/2 the troop’s HD + the troop’s Dexterity modifier). This attack deals the same base amount of damage as the troop’s unmodified base melee troop attack, with thrown weapons’ damage modified by the troop’s Strength score as appropriate.

Quick Draw Shield: at the end of the troops turn, as a swift action, equip the quick draw shield after a troop attack to improve the troops armor class by +1 until the beginning if its next turn.  




Sand Scorpions
       CR 4
LG Medium humanoid (human, troop)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
hp 16 (1d10+6)
Fort +3, Ref +1, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee troop 1d8+1 (obsidian spear)
Space 10’ Reach 10’
Special Attacks Phalanx troop
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 10
Base Atk +1; CMB +2; CMD 13 (can’t be tripped)
Feats Armor Focus, Weapon Focus (spear)
Skills Perception +1, Survival +1
Languages Common
Other Gear dark studded leather, light steel quickdraw shield, obsidian spear
--------------------
Special Abilities
--------------------
Troop Traits: can’t be flanked, but can be critically hit and is subject to precision damage. Reducing a troop to 0 hit points/wound points causes the troop to break up, effectively destroying the troop. A troop is never staggered or reduced to dying state by damage. Also, a troop cannot be subject to bull rush, dirty trick, disarm, drag, grapple reposition, or trip combat maneuver, unless it's affected by area.  A troop can grapple an opponent and makes attacks of opportunity as a single creature. Troops are immune to any spell or effect that targets a specific number of creatures (like disintegrate and haste). A troop takes half again as much damage (+50%) from spells or effects that affect an area (like fireball). 
 
Elite Troop: Some troops enjoy the sponsorship of a wealthy benefactor, whether an ambitious noble or a powerful warlord eager to fund a band of highly-trained guards. Such troops gain the benefit of better recruitment, better training, and higher-quality arms and armor. Elite troops gain a +4 armor bonus to their Armor Class, increase the damage dice of either their melee or ranged troop attack by one die type—d6 increases to d8, for example— and gain 2 hit points per Hit Die. Their movement is reduced by 10 feet

Phalanx Troop: Troops that train together in the use of polearms or spears can gain special advantages on the battlefield. The long reach of such a troop’s weapons grants it an additional 5 feet of reach with its troop melee attack. In addition, these troops gain a +4 bonus on saves against trample attacks, and their troop melee attack deals an additional 2d6 points of damage against mounted opponents. Phalanx troops gain 2 hit points per Hit Die. 

Quick Draw Shield: at the end of the troops turn, as a swift action, equip the quick draw shield after a troop attack to improve the troops armor class by +1 until the beginning if its next tur

Wednesday, March 31, 2021

The Old Sept

 

The Old Sept

Moon dial and Bell tower


Will Manderly - Skirmisher

Will Manderly is accompanied by five bannermen from House Mormont; strong soldiers armed with obsidian tipped spears, studded leather, and quick draw shields. Will has weapon training in light blades and fights with two short swords with efficiency. In battle Will can aid an adjacent ally's armor class by using an attack of opportunity or use his outflank feat when flanking with a teammate. Overall, Will is a stealthy fighter with a good amount of potions- reflective of his importance as the Stark squire. 

Myriah Martell - 'Shield Maiden' (Shieldbearer Warpriest)

Myriah Martell, daughter of Prince Martell, is accompanied by five sand vipers- spear women from house Lleryn; swift soldiers armed with obsidian tipped spears, studded leather, and quick draw shields. Myriah is a Shield Maiden of R'hllor possessing great toughness for a woman who focuses on utilizing her shield to great effectiveness. She supports her allies with fervor, combat advice, a moment of greatness spell as well as conferring protection from evil to all her allies. She will often march into open combat fighting defensively, bolstering the spirits of her allies while filling enemies with fear and doubt. 

Crypts under the Old Sept

Under the Old sept, where all the former Pious of the Church of the Seven are entombed, was a grand central sarcophagus set apart from the rest. Not just by its location but by its elaborate and hidden design. This old bronze sarcophagus hid a pentagram and elemental symbols in its stylistic design as well as ancient tools to fight the darkness: a hidden weapon store of Elysian weapons and armor far older than even the Old Sept. 

The sarcophagus contained Elysian weapons and armor. 

First crafted in the depths of time by Eternals and bestowed as gifts to individuals during the Age of Heroes, Elysian bronze retains the brazen coloration of its namesake but is as hard as Valeryon steel. Elysium is a place where heroes went after they died, it was a spiritual realm reserved for mortal Heroes or the offspring of Eternals. 

Weapons made of Elysian bronze adds a +1 bonus on weapon damage rolls against magical beasts and dark folk; this damage is multiplied on a critical hit as wound damage against such creatures. After a creature uses an Elysian bronze weapon to deal damage to a magical beast or dark folk humanoid, the wielder gains a +1 bonus on attack rolls against that specific creature type for the next 24 hours, or until the weapon deals damage to a different kind of magical beast or dark folk. 

Armor made of Elysian bronze also protects its wearer against the natural weapons or unarmed strikes of magical beasts and dark folk, providing damage reduction as if it were Valeryon steel/adamantine (1/— for light armor, 2/— for medium armor, or 3/— for heavy armor). It does not provide this protection against creatures of other types.



A full hour of searching the Old Sept reveals: 

A large broken altar, two bedrooms, bell tower, bunks, small empty book repository, broken ceremonial room, common room, two confessionals, courtyard, large crypt, small infirmary, small kitchen, small office, broken reliquary, large broken sanctum, broken scriptorium, sitting room, secret torture chamber, secret vault. 

In the church's vault: 5,000 gold (politically driven donations from House Baratheon, House Carcel, House Santagar and House Tyde)

In a well worn case emblazoned with an embossed seven-pointed star are the following divine scrolls: 

1st level spells: bless, bless water, cause fear, command, cure light wounds, detect the faithful, divine favor, endure elements, protection from evil, shield of faith. (CL 1)

2nd level spells: augury, calm emotions, compel tongue, consecrate, cure moderate wounds, delay disease, endure elements, communal; enthrall, gentle repose, restoration, lesser. (CL 3)

Also recovered: 9 total spirit shards from the dark folk


In a desk located in Pious Moll's office- 

Messages between Pious Moll and Ser Gannon Baratheon. As the new Steward of Sunspear Gannon was looking for aid from the Church to seat vacated council chairs left behind when House Martell left Sunspear. Positions of Commodore, lord treasurer, palace constable, and council seneschal once filled by House Martell members now were vacant. 

In exchange for large donations to the Church, Pious Moll referred Ser Baratheon to local Broken Arm houses who were active in the church. To Pious Moll this maneuvering served to maintain local trust in the government during a time of war as well as auger favor with the current ruling authority- the Targaryen King. 

Before long Mildenrod Santagar of Spottswood was appointed as Royal Liaison; Hronagar Tyde of Coral Keep became Commodore of the Royal Dornish Navy; and Tergaram Carcel of Bladehall sat in as Secretary of War. Within weeks these men were eventually and overwhelmingly confirmed on the Spear Tower council. 

Months later, each one of these appointees (save for Tergaram of House Carcel who escaped) were also turned to wights on the night of the new moon. 

Pious Moll's notes on the foreigner women- 

According to Pious Moll's sometimes brutal investigations the recently arrived trio of women are foreigners from Ghis across the Narrow Sea. They were brought here during King Daeron's Conquest for Dorne by Alyn Valeryon the King's Master of Ships after the King's initial attack on Dorne. 

Journals found here indicate Pious Moll's curiosity turned to obsession as the women seemingly began to work on harmlessly restoring Mother Rhone's ruined temple. This had a positive effect for many Dornish people who still believe and practice the old ways. 

For Pious Moll, this was a direct threat to his firm hold he had on the spirituality of Sunspear's populace. Pious Moll believed his congregation was threatened. While Moll knew he was feared more than liked, that fact that only fueled his passions. Soon his pallor grew dark and he became more cruel over time. Over the weeks, he wrote, Moll secretly visited the witches. Watching with trusted allies to learn their intentions, hoping to discover their secrets; but even this did not assuage his feelings of paranoia- it only served to deepen them. 

Weeks passed with his journal becoming more sinister, including receipts for equipment brought in for a torture chamber to be constructed in secret. The contractors eventually killed to maintain secrecy. 

His entries eventually began to lose sensibility when Moll began writing about hearing whispered screams from the shadows... 

Theater of Ice and Fire

The Apartments

Life and Lemons

Thursday, March 11, 2021

Dark Folk, Denizens of the Shadow Plane


Owb: A female spawn of the Night Queen, like a woman draped in liquid shadow who can fly, she moves in the shadows, can create darkness, curse people into fetchlings and has a cold long range touch of the shadow plane. 



Dark Dancers: fem fatale creatures are short, lithe and fickle rogues with a seductive battle dance who wear black lace and possess exotic veils like liquid shadow. They can curse their opponents, use poison and fear to their advantage. They have an ashen circlet of bone on their brow and black paint across their eyes. Some have white hair. 



Dark Creepers: only 3 feet tall these foul smelling blood-thirsty rogues wear mismatched and tattered leathers and fight with whatever they can get their hands on. They commonly use poison, have a darkness ability, and commonly have dark mastiffs with them. Sadistic and crewel they live to make their dark masters happy with bloodshed. 



Dark Slayers: young, brash sorcerers of average height who wears tattered purple robes with oily umbral runes painted on their arms and bodies. They are experts at shadow manipulation and can deliver spells through shadow. They have ashen circlet of bone on their brow and black paint across their eyes



Dark Callers: divine spellcasters who appear as blind, fear-inspiring pale old men who seem to disappear in even dim light. They wear robes of dull green material with alternating black and white circles. They can manipulate darkness and shadow but mainly serve to bring the Owbs through the breach for the Night Queen. They also have an ashen circlet of bone on their wrinkled brow. 



Dark Stalkers: are tall, gangly dark folk who commonly wear tattered formal grey suits complete with unusual black ties. They are the most feared among their kind. They are known to manipulate darkness and shadow, they consume light, can see in darkness like all dark folk, and are deadly with bladed weapons. They have an ashen circlet of bone on their brow and black paint across their eyes. 



Fetchlings (Shadow walkers): transformed people- whether by Owb, by time on the shadowplane or both. They are savage colorless versions of their former selves with the black eyes, darkened necks, sharpened features with pointed ears, and black carnivorous teeth. They can blend into shadows, can shape shadow into weapons, and can manipulate both light and darkness at will. Females are hairless. 



Dark Mastiff: a vicious muscular canine has a maw full of sharp teeth and an inky black coat that seems to drink the light around it. It has minor concealment in darkness, scent and a bay that causes fear.