Tarmysian Tests (The Black Hounds and Beyond)

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Dunstrand Rising – The Hearltands Spark is an epic Living World campaign that allows the characters to transform the duchy into a different position and political power that could shift the fate of the entire heartlands of the realms. Set in Grand Duchy of Dunstrand in the Steel Realms of the [Fantasy] Steel Realms Setting (planet of Helca), and run as a Living World story within Dunstrand Rising Living World

Current Common Year (CY) 9164

Chronicles of the Gallantine – Blackwell Days

Note: “Blackwell” is the equivalent of “Smith” in Dunstrand/heartlands of Gladnor
Tarmysian Tests is just one branch of a long line of multiple generation (in-game) character families and groups. The campaign has run for 15 years, since about 2004. “Gallantine” indicates an affiliated group related to an ancient band of bannermen named “Gides Gallants” that eventually cemented their bonds the the nobles of western Dunstrand, and eventually the Duke of Dunstrand. The group was given a charter with tax revenue and all, establishing an academy for martial training and elite forces for the Earldom of Bar-Innis.

Blackwells… the unknowns, the generics, the anonymous. The Gallants – a band of Bannermen sworn to the Earl and Duke have sponsored their fallen foes in an attempt to leverage the prowess of the Black Hound mercenaries they defeated. A lot has been said, a lot of rumors abound, there can be no denying that the squad commissioned as ‘Blackwells’ has come to the Barony of Crestwold and stirred the proverbial pot in service to the local Baron and ends unknown… assumed to be related to the mission given to them by their parent Gallantine group. The Barony, in addition to being in active war with the occupying Gwinnish of Tarmysia, finds itself in the middle of a strange war between phantasmal warriors of two forces… the sea queen goddess Elancil and some ancient Bronzemen ghosts. A trade war between smuggling factions and legitimate inland organizations, the meddling of the druids of Pranin Moorswood, and a persistent presence of the Lightbringers investigating dark forces at work nearby (and trying to establish a larger flock). Monsters, ghosts, demons, villains, and political stresses… hidden libraries, sunken cities and the gods themselves meddling in the affairs of Crestwold and the southern territories of the earldom of Bar-Innis. A sick ruler, a barony torn apart by strife, a seeming impending clash between the Lightbringer faith and House Malor (the Ducal Wizards of Dunstrand).

GM-Player Expectations/Preferences

  • Action:The PCs are friends of the people, and the lives of everyday folk primarily guide their actions; politics and non combat play a significant role in the campaign.
  • Notoriety: The PCs struggle over time to become “heroes” in service to a higher good
  • Realism: I prefer to adopt a more deadly realism that relies on quality of success and not random quantity and allows some active defense (defense is used to reduce damage, not merely make it harder to hit). PCs should not be able to try anything – in many cases, it’s outside of common knowledge (DC 10 mostly) and capability if they are not trained (as indicated by skill/knowledge proficiency).
  • Scope: Local: The PCs are making real differences in people’s immediate lives that live around them and can see it. Minor effort can be made to inform the group of how their actions affect the world politics and their reputation is perceived.

Campaign Information

Setup

Two favored bands of warriors… one a ruthless mercenary band bought by Gwinn to defend a critical part of their captured lands in Dunstrand on the Tarmysian Peninsula. The other the bannermen of Dunstrand, looking to retake lands held by Gwinn for a generation. Both of them strangely having a core group venerating Merkaine the fire goddess – so far from her northern stronghold. This was one of many oddities that made this battle one for the ages. Both had supporting auxiliary forces, but a core of more than 200 soldiers on each side. The Black Hound Company had about 150, while The Gallants had only 50… but the Gallants had loyal auxiliary in their strange scouts, allies from Dogwood Flats (it is said that they used Goblin skirmishers under the cover of darkness!).

The Black Hounds were holding the right flank of the Gilman Pass known to the Gwinnish forces as “Dead Man’s Peak”, but The Gallants had better intelligence and moved under the cover of darkness and smashed into them at dawn. The battle was desperate on the slopes, and the Black Hounds even managed to bring up another 25 reserve troops in training from their base camp, but the outcome was already written. The reserves were slaughtered – only a single one survived. The Black Hounds made a last stand and alerted the main Gwinnish forces before their position was completely taken by 8am.

The main Gwinnish forces at the top of the pass were able to retreat back into Tarmysia and not be cut off, but the unraveling of their position at the pass was complete. Nine months The Gallants had worked to insure their smaller force would prevail and victory was theirs. After the invasion of southern Tarmysia failed, the lost honor had been regained – though at a high cost. Only around a score of the Black Hounds had been taken captive – the rest fought to the death. Gwinn is a tough master, but the Black Hounds had gotten rich in working for them. The threat of ever being recaptured after surrender meant most would rather die. Gwinn was not known for being very forgiving… unlike the Duke of Dunstrand. And so, a few of the Black Hounds, even some of its officers, either took a chance or were too wounded to fight and were captured.

The Gallants had lost a hundred auxilary and half their number in the fight. With each campaign, their numbers are dwindling sharply. Their main recruiting base, Dogwood Flats and the earldom of Bar-Innis were too depleted. The word went out of their victory far and wide though – that can be assured. The Black Hounds went from being a full mercenary company known from Beryl to Karolak, to nothing more than a memory. Its remnants awaited their fates in prisoner camps on the edge of the Scar Flow in the earldom of Richfield, or, at best to be shipped with nothing off to the southlands or perhaps even Northgate Garrison to fight in the frozen north for the High King against the Lich Lords.

Meanwhile, news was coming in from the north to the Gallantine Academy at Dogwood Flats. The small band had gone north to ensure the well being of Jaq – one of their senior officers who had been cursed by their enemies (so the rumors went) – had been slaughtered. The pressure on The Gallants was mounting – assassination attempts on Mary, attrition in fighting, and now direct opposition to their efforts in the north. The leadership made a bold decision to make a once in a life time offer… to its defeated enemies.

Feather was sent to speak to the remainder of the Black Hounds. The offer was simple… join and gain your freedom, or have everything taken from you and be cast adrift… after years in a prison camp until the end of the war. A few rejected it, but about a dozen proved interested. Feather tended the wounds of those interested using her strange magics. A history lesson was given – the civil war of Bar-Innis, the quest for the Rosewood Vase, the Holy Wars of Hareen, and the long running feud with the Twin Rivers powers and Umbak… a lord (Earl of Bar-Innis… a woman, no less!), a cause (bannermen to the Duke of Dunstrand), a family (The Gallantine – death, duty, honor), and the mission – that they seemed uniquely qualified for.

Those that accepted would be rebranded The Blackwells (a generic last name in the heartlands for bastards and orphans) – in honor of the most ruthless Gallantine general that ever lived – Geraldine, who gave up her last name and titles in the nobility of Bar-Innis and took on Lady Blackwell as her name. Evil, ruthless, protective, and in the end willing to sacrifice herself for her ‘family’ against a wretched Lich – a legend known for a thousand miles in every direction.

Rumors say the Gallants are forming a group to rescue Jaq Blackwell – a senior company member who also gave up their heritage and adopted the generic last name. Like her predecessor, she had a known history for absolute steadfastness, mercy, and sacrifice. Key in defeating Umbak, the saving of the Golden Child, and in directing the efforts to heal the wounds with its southern neighbors she has risen swift in the ranks. The was known for her swift violence of action to resolve situations. She bore the strange sword Bone Shaker – said to be from another world. And something happened to her.. rumors say she was cursed by her enemies. And so, as the Gallants never leave anyone behind, they attempted to save her. A trip to the north… the far, far north. Into the lands of the Lich Lords the rumors went. Definitely beyond the civilized places and into the wilds. And so about a dozen of the Black Hounds were finally accepting of taking the company oaths after days of healing and discussing.

Feather is their patron – she is a Lt. now in The Gallants, and the commanding officer for their group. What the Blackwells know about her is that she is related to Geraldine in some way, or perhaps to Mary (the leader of The Gallants – she throws little clues but nothing concrete, not answering questions directly), she knows the ways of magic, seems at home with a curved blade she carries, and is passionate about her life in serving The Gallants. She even admits that a gallows would have been her ultimate home were it not for finding a place with The Gallants. She is odd, young, filled with energy and does not seem to ever sleep. She claims that she sees “old school” Gallants in your band (there seems something sinister in the way she puts it), and that that particular brand of violence, single-mindedness, and a willingness to do what needs to be done is what is needed.

You set off for Cabella and the nearest port, and learn of the civil strife in West River (the local baron has been ousted… and there is something to do with the Baron of Richfield and the Gallants have given the family that fled safe harbor. Making the well known and powerful count of West River County an enemy was not something you signed on for, but seems to come with the deal. Despite the differences, the group is escorted quickly into the seas off the coast of Cabella, and smuggled from there to the great and powerful merchant city of Karolak.

However, the Cabellan privateers alter the course, and you are woken in the middle of the night – back on the Cabellan coast instead of to the merchant cites and freelands as you thought. The Gallants were said to have strange allies, but now the real extent of this is revealed. Hybrid animal-people take you swiftly back into the hills around Gillman Pass, and down into the Barony of Richfield under cover of the dark and a fog that Feather seems to be the source of. From there, skiffs meet you at the edge of the terrifying vast Dwindor Swamp. A group of men wearing the livery of the Baron of Richfield drops off supplies – food and water. You are covered in sack cloth and have no idea where you are or for how long you travel – at least 4-5 days. You are reminded constantly of your new oaths… no one leaves the Gallants except feet first. Surrounded by decaying swamp, theres nothing to really contemplate except your own breathing.

Shaken, you arrive on an island surrounded by strange creatures. There can only be one answer as to whose home you have come to – the Witch of Dwindor. Feared by everyone, there are many, many dark rumors surround her. Said to be immortal, they is in fact terrifyingly beautiful, celestine even in her appearance. And, Feather seems to know her well… even laugh as they talk in a language none of you understands. The Witch is said nominally to be an ally of Dunstrand – in the sense that there is a peace now, after the Umbakians were held fast in Dogwood Flats and the crusade there stopped. It was said the Witch of Dwindor even brought the fog that aided the landing last year in south Tarmysia (though the attempt to take it back failed).

Pops is chosen to lead the group – his experience and knowledge will hopefully prove a good choice.

Other Materials

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