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Ruled by Lady Auralie Argus in stewardship for Lord Mattius Argus Jr

Recently the victim of a kraken and two dragon attacks, all of which were defeated by The Kraken Slayers. Following the palace being taken over by Lady Auralie, more ravens have been seen circling overhead, shadows seem longer and there are occasional ominous rumbles of thunder even when there are no clouds. Northmarsh has also seen a sudden explosion of plant and animal life. A new and thriving hub for magic users has also sprung up in the heart of the district.


Districts:

- Dockside Warehouses, poorhouses and tenements dominate the steep narrow streets of this area the city. Recently destroyed by the Kraken falling on it from above and now mostly rebuilt by Lady Auralie and the Kraken Killers.

- Southern Docks An area of artisans and traders who have built their homes and businesses above stables and warehouses.

- Tradesmoor Multiple traders vie for space within each building in this area of the city.

- Palace Quarter The heart of Cattleport; the location of its military, courts and government.

- Seawash The most affluent ward, on a high hill looking down on the city.

- Northmarsh A spacious and peaceful quarter inhabited by wealthy merchants and high quality shops. 

- Underfields A more rural area with halfling and gnome homes. Fields of horses and other equus including the Lords' Zebra herds.

- Fieldside A shanty town of mercenaries and refugees from the Westmarshes and Eastfarms. The most dangerous and putrid area of Cattleport.

A band of adventurers who have recently arrived on Hinwhit aboard the Sea Maiden.

(Formerly known as The Figgers)


Current Base of Operations:

“Steve” - Magical Short-sword


Current Known Issues (All Facts are here):

- Something strange is happening at the North Farms, which is near Carmanf, and people have been disappearing

- The party found cursed food in a house owned by cultist “Miller” Clifford Preston IV, who also controls the North Farms

- The Autux Festival 499-6-1 (a festival of food) is happening tomorrow and a cultist message addressed to Miller made reference to bringing more “fun“ to the festival

- The leader of Bondstone, Sarissa Quettory, was the leader of the Cult of Orcus

- Members of the Cult of Orcus appear to be in every part of society, including as far up as the Scribe to Lord Reginald Rodgir 

- The rulers of Hinwhit are gathering armies and tensions are high


Notable Discoveries:

Coin of Remembering

Sword of the First King

Tomb of the First King


Known Enemies:

Halfling Rebellion

Cult of Orcus

- Mysterious Ethereal Woman


Known Allies:

- The Beggars Guild

- The Knights of Deythorpe

- Cult of Orcus

- Garen

- Lord Reginald Rodgir

- Lord Eric Rodgir

- Lt Bartrum

- Lord Mattius Argus Jr

- Draxis

- Wise Old Man

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Gentle but fierce when roused to anger, Harshnag is a particularly burly-looking frost giant. With skin as white as snow, light blue eyes and pale blue hair which he often keeps tied back in a braid.He is known for wearing the skull of a white dragon as a helmet. 

He has previously worked with Felgolos, Draxis, Zephyros and Mordenkainen.

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“Steve”

Far Realm forged magical short-sword

Forged in the Far Realm, this +2 short sword, “Steve”, has gained sentience by being exposed to the collected knowledge of a vast number of powerful magical objects and artefacts. It can speak to other intelligent creatures telepathically as if they shared a common language. It also has the ability to read any script, although must make an intelligence check to decipher code.

Steve has the ability to animate objects when plunged into them and can transmit their newly-formed consciousness to any creature who is touching Steve. When a creature holds the hilt of the sword whilst it is embedded in the animated object they can compel it to act by giving it simple commands. The animated object must succeed on a DC14 Wisdom saving throw or carry out the task, even if it would cause it harm or destruction.

The sword is Incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall Unconscious for 1 minute.

Armor Class 17 (Natural Armor)

Hit Points 27

Speed 0 ft

STR 15 (+2)  DEX 15 (+2)  CON 11 (+0)  INT 12 (+1)  WIS 10 (+0)  CHA 10 (+0)

Damage Immunities Poison

Condition Immunities Blinded, Charmed, Deafened, Frightened, Paralyzed, Petrified, Poisoned

Senses Blindsight 60 Ft. (Blind Beyond This Radius), passive Perception 10

Melee Weapon Attack x2: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 2) slashing damage

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Entity list

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Entity list

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