Friday, December 27, 2013

Journal Entry 4759 Calistril 7 - 9

Journal Entry 4759 Calistril 7th Strange land this Professor Petros Lorrimor’s lived in. It seems he had no friends only a couple showed up but kept their distance from the casket. With two pallbearers who never knew him along with Kendra and Gregor who did. Then we run into a mob in the graveyard. Gregor was able to shame them before they threw things at us. We then bury the man. When we got back to the house they read the will and Gregor was assigned to return books for him. When we went up to look into the chest in the Professor bedroom Hadhod notice a burned book and Loren noticed that someone picked the chest lock. In the chest had very bad books to the dark tapestry which I believe should be destroyed. The burnt book turn out to be the professor journal that someone wanted destroyed. We have a mystery on our hands now. Hadhod and Gregor went out to see a smith as I looked around the place some more. Many trees went into building this house and it has more rooms than the people here need. What a waste, what a waste. Journal Entry 4759 Calistril 8th The mystery has started we woke up this morning to people yelling. We found that a Varisian rune V was written in blood on a statue. People were asking who did it. From the burnt pages we found in the fireplace of the professor home Gregor went to someone in charge in this town. He got permission to search thru the town archives. I walk around a bit then went back to the mason and help heal the plants around and in the house. Gregor came back finding nothing of interest and ask me and Loren to come with him to continue the search tomorrow. Journal Entry 4759 Calistril 9th Once again we were woken up by the crowds outside and when we went to the statue again we found a rune written in blood but this time it was an E. Gregor took Kendra, Loren and I with him to search the records. My heart was not in it but Kendra cast something on me so I could read this strange language as if I knew it. We found out that there were 5 dangerous serial killers imprison at Harrowstone at the time of the fire. One was the Splatterman, another was the Piper of Illmarsh, another was the Mosswater maurader, another was Father Charlatan and the last was the Lopper. They were the ones we heard children sing when we arrive Gregor told us and Kendra agreed that they were in the song. Kendra came up with more information about Father Charlatan and Greogor found information about the Splatterman. From what the professor had written Gregor wanted us to go to the Harrowstone Prison. We found ritual runes of abjuration and necromancy magic meant to weaken the ghost of Warden Hawkran. Hadhod used his hammer to destroy the rune by smashing the stone it was written on. On the way back Gregor ask us if we would camp out at the Statue to see if anything happens. The only thing that did happen is a group of skeletons attack us but we were able to destroy them quickly.

Journal Entry 4759 Abadius 30 - Calistril 6

Journal Entry 4759 Abadius 30th We have left the Northern Riverlands and are now in Ustalav heading towards Carrion Hill. Gregor says we should be entering the Furrows of Ustalav in a few days. We camped in a cave to get out of rain. Hadhod found the cave but when we entered it we found a bear also using it for shelter. The bear nearly killed Hadhod before we could bring the bear down. It did give us a good feast that night and extra food for a few more days. The dire wolf also enjoyed eating the bear meat. Hadhod took the bear pelt and is trying to make a cloak out of it. Journal Entry 4759 Calistril 1st Gregor keeps saying how beautiful his country is but to me it is a very depressing area with few trees and destroyed lands and gloomy all the time. Gregor told us we were going to skirt the cursed Furrows area but we got attacked by 43 skeleton soldiers. I wanted to run but Hadhod turn his horse and went to fight them. So we stood our ground and I cast spike growth to protect us. It worked and killed many skeletons when they tried to cross it. With the majority of the skeletons were killed in my spike growth. Gregor and Hadhod killed the rest that were not. We only lost Hadhod mount in the attack. The dire wolf had another good meal. Journal Entry 4759 Calistril 5th Gregor, Loren and I, had an identical nightmare somehow. We all dreamed that a royally garbed skeleton encased in blazing purple energy telling us to leave but before we could do anything it attacked us. It killed Loren and Hadhod dire wolf with an energy field that they did not get out of in time. Gregor called his mount and was battling it with Hadhod throwing his weapons at it. I was doing my best to hurt it but was doing little to it with my flaming sphere. It killed Gregor and his mount next and was going after Hadhod. With a mighty throw of his hammer and my flaming sphere we brought the skeleton down. Once we did I awoke and found that it was a dream we all had but Hadhod. After talking about it Gregor told us he thought it was an invincible lich Tar-Baphon we fought. It is known to cast a dream spell on us to learn how we fight so it knows ahead of time if it does meet us how to defeat us. Now I know Hadhod and I will be targeted first since we survived his dream. Journal Entry 4759 Calistril 6th We arrived in Ravengro, Canterwall country in Ustalav at Professor Petros Lorrimor’s home. We were greeted by Kendra Lorrimor and Adivion Adrissant Gregor trueborn half-brother. Gregor received a suit of armor from Adivion which was on display at Adrissant manor then he left. Than Kendra gave Gregor his copy of her father’s will and that the funeral will be tomorrow asking us if we could be pallbearers. Loren said no because he did not want to give up his weapons. Kendra told us we could stay at the mansion while we were in Ravengro. Kendra retired to her room and we were shown our rooms as Gregor sat and prayed over Professor Lorrimor’s body over night.

Thursday, December 26, 2013

4758 Abadius 16th

Evindra, More colonists and materials have been arriving to the Riverlands since I last wrote you. Solvanna is taking her hold of the area now that we killed the Stage Lord and removed his hold on the area. I’m trying my best to have them do selective cutting in the forest. They did not like my idea to use stone saying it would take too long and need more people. She did like my idea to build the town in the area of the Stage Lord keep. The first building has been built for a black smith to make more tools to build the town. They are bringing in wood along with the wood they are cutting in the Riverlands which makes me sad. A note came to Gregor asking him to return to Ravengro as fast as he can. He has asked us to come with him to his homeland. I have decided to see his land and to learn more why they need to expand beyond their own areas. We will be leaving soon so this will be the last note I will be sending you from Oleg’s. I will write in my journal and send it when I can or figure out a way to get it to you. Glade

Monday, November 11, 2013

4758 Lamashan 17th

Evindra, I have suggest that the site of the stag lord be used to build her township. I have given Solvanna the following reason why I thought this site would be good. First it has a good water source and a possible trade route. Second that a good built town would be harder to burn down and there is good stone around to use. Third water is available and that a well could be dug so the town would not have to go to the lake to get it place water for crops. Forth the land around this site is ready to be plow now without removing stumps. Fifth the druids would not allow the forest to be cut down without a fight. This would cost many lives and be expensive that may turn out your people would give up supplying you. Sixth the stone walls and tower would give them a good view of possible invasions. If you start in the forest your enemies could sneak up and attack you when you are not ready. Plus with an ongoing battle it will take longer to complete. Finally, you could have a secret escape tunnel built to the river for her to leave or return in secret or at a time to escape your invaders. Does this sound except able to you? Glade

4758 Lamashan 10th

Evindra, We traveled to see if we could get the Sootscale Kobold clan to join us. We could only get five kobold slingers and only if the goblins join in, too. He then went to the Soretoe goblin clan and where able to negotiate that five goblin archers join us. We travel to the stage lord fortress stopping short from seeing the fort and hiding in the tall grass near the river. I changed into a bat form and the party put one of Bokken ethereal oil on me so I could enter the fort without being seen. I found out that there is only 10 total in the fort with one man prisoner and an owl bear present. We fall back to the forest to plan the next night attack because I was afraid that the Goblins and Kobolds would cause trouble and bring the Staglord against us when we were not ready. We had our plan and went back to the Staglord fortress. The goblins did not want to do what was planned and guard captain did not want to split his command. So, we hope that the goblins would do as they were told. Me and Hadhod started to crawl to the fort and stumbled into a buried zombie, which Hadhod destroy on one hit. The goblins also ran into the buried zombies but were all killed because they panic. We return to the group and I wanted to leave but Gregor said he could find them and get us around them. So, we waited for the fortress to quiet down again, as they believed that a few goblins ran into the zombie trap and all was well. Gregor set the guards men and Solvanna in placed. Then the rest of us moved out under Gregor guidance and he set the kobolds in placed. The rest of us went to the fortress gate. Hadhod climbed over the wall, removed the gate bar and set the door down without anyone inside the fortress aware of our entrance. I signal the kobolds and fighters to begin firing on the guard towers while Hadhod and Ulfgar attacked the bandits in tents. Those bandits we did not know of. I did not want the dwarfs to leave the gate but they did along with Gregor. So, I decided to use the flaming sphere ball to burn down the gate of the owl bear cage. This took long than I thought because the owl bear was afraid of the fire and did not try to crash though the burning gate. He had total surprise the attack caught the bandits unprepared even though they had 15 more bandits in the fortress that we did not count on. Gregor and I killed the big fighter on top of the keep because he leaped off to knock Gregor down but failed. Then Gregor killed the thief because we killed the thief friend. Hadhod and Ulfgar killed all the bandits in the tents. Our missile fire took out the guards on top of the keep. Just when almost all of the bandits were killed the Stage Lord showed up in the tower. Our thief Loren was sneaking around to the back of the keep and attacked the Stag Lord which kept him up so our missile troops could shot at him too. We all started to move into the keep and get on top when I noticed the keep was going be destroyed by fire. So, I went to see if I could free the prisoner below well the others attacked the stag lord. I found the prisoner and when I went to free him he attacked me and almost killed me. I ran and decided to free the owl bear instead. I believe the prisoner was the stag lord father and the one who set the zombie traps. I was able to friend the owl bear and get it out of the cage when the others were coming down from killing the stag lord. Loren had gone into the stag lord room and removed a chest I’m sure he took more than that he shared with the group just because I remember more than one chest in the room. Just as the owl bear was freed Hadhod show up and I thought he was going to kill the owl bear but Hadhod stop when I said I have him under control. We all left the burning keep it was amazing to find out we only lost the goblins in the attack. I released the owl bear and found out I lost my wolf when I friend the owl bear. We waited the rest of this day and most of the next day for the coals to cool down. During that time we located the rest of the buried zombies and destroyed them. We buried the bandit bodies that were not totally burn up in the fire. Hadhod was wearing the stag lord helmet now and it looks frightening on him, too. Once we were able to get near the trap door I was able to cast a couple of wind gusts to clear the smoke out from below. Most of the treasure was destroyed in the fire. We did get a lot of coins and some weapons. He headed back to Oleg’s with our treasure. We drop off the kobolds and what we promised them plus I gave them some of mine treasure. Next we stop at the golbins and I told them we lost their archers to a zombie trap set by the stag lord father but told them where we buried the bandit bodies for their payment. Now that the main threat in the area has been removed Solvanna wants to civilize the area by building a town. What should I do now? Glade

Wednesday, November 6, 2013

4758 Rova 24

Evindra, We head back to where we fought the tazzleworms to continue our exploration and search for the stage lord. About five days out from Oleg’s we found or the mighty boar Tuskgutter found us. This boar was huge and almost killed Gregor horse with it tusks. But the dwarf fighting skills and especially Hadhod whom seemed to be just as crazy as the boar was the difference in winning the battle. We eat well that night but the kill brought other animals for the feed. The next day heading back with the great boar head we spotted a pair of dire wolves. Hadhod wanted to capture one for some strange idea he could ride it. Because of that idea it almost got him killed but we were able to kill the male dire wolf then capture the female. Hadhod wanted to ride the dire wolf so I stay with him as the others went back to claim our reward for killing Tuskgutter. Hadhod got many bites and starches before the next day when I could speak to the wolf. I found out it had a litter near by and was able to talk the female wolf to give us the runt of the litter to spare the rest. It is tough talking to a wolf when they do not understand certain ideas. Hadhod was happy and with my help with the pup he may some day ride a dire wolf. After another day the group was back together and we continue our exploration and found the stag lord fort. We waited for night and I used my potion of etherealness to scout out the fort. I saw the stag lord face to face and he is scary. I reported back telling them there were about 10 plus inside and we needed help to take it. We travel back to Oleg’s to get supplies and plan. Just as we saw Oleg’s a firepelt puma attacked us. Ulfgar got mauled by the puma and was saved by his brother who caused the puma to run away. I have never heard of a firepelt puma in the area is why I mention the attack. We also meet a man called Loren who was invited into our group and the guards from Brevoy were also asked to join the fight against the stage lord. We will be going back to Bokken for some potions and then heading out to kill the stage lord. Glade

Wednesday, October 16, 2013

4758 Rova 7

Evindra, We decided to do a little more exploring and take the long way back to the Temple of the Elk. A few days out from Oleg’s we came upon a burial ground and Gregor sensed undead here. Gregor noticed a seal of the Pharasma glowing but I saw nothing. So we entered the tomb and found a wight which attack Gregor as soon as he entered. It was a hard battle but with Gregor power against the undead we defeated the wight not without the dwarf taking damage we could not heal they needed time to heal. He did not found anything else of interest in the week of our exploring the greenbelt. We finally arrived at the Temple of the Elk and Jhod Kavken was so happy to find and just wanted to restore it back to it orginal beauty. We left Jhod and continue our exploring and found a powerful statue of Erastil. I noticed that the statue kept the wild away or the wild did not want to touch it either way they went around the statue as if it was not there. We decided that Jhod needed to know about it so we went back and told him then by his request brought him to the statue. Again he was very happy to find it. We also found out if you touch it gives you protection magic for a battle. We may need to come back her if being chased. We left Jhod with the statue and started exploring again. After a few days we came upon a nest of tazzleworms and for us we were able to kill them quickly. We were able to take the brains out and took them back to receive an award from Oleg’s ads. Jhold Kavken does want to tame the greenbelt for human settlement. We now will be looking for the stage lord next. Glade

Friday, October 4, 2013

4758 Arodus 17

Evindra, We went back out looking for a forgotten temple for the Jhob Kavken a priest of Erastil. On our travels we ran into Tyg-Titter-Tut and her fairy dragon Perlivash. Perlivash tried to steal from us and Gregor gave Tyg some wine. But it was all the wine he had but Tyg wanted more for Perlivash. Perlivash breathed on Gregor for not have any more wine to give him. Gregor then hit Perlivash for breathing on him knocking Perlivash down. I was able to heal Perlivash. They followed us and I believe Perlivash finally stole something then left. A few days later we did find an old temple that had a dirty pool and a statue of an Elk man. We saw stairs leading up to a cave so we went up to check it out when a huge bear attacked us almost killing Gregor Horse. We were able to kill the bear but something strange happen the bear turned into a man then he aged rapidly and became dust. I never heard or saw anything like that before. Also after the bear/man disappeared the sun seemed to shine thru and the pool looked cleaner. We decided to head back but do some exploring on our way back to Oleg’s. We found the hot springs and the giant frogs I have heard of. You were right to stay away from them as Gregor was grab and pulled into the deep water before we were able to kill it partner but had trouble with the one that grab Gregor as he was being pulled into deeper water. Just as Gregor was about to go down he cut the frog tongue off and was able to climb back out okay. After that we did not find anything for a few more days. About two days out from Oleg’s we found a dead trapper and to me it looked like his own trap. As I examined it closer I saw small teeth marks in the rope and I believe it was from Perlivash. I believe this trapper hurt Perlivash and he was getting back at him. I do not believe Perlivash meant to kill him just have him get caught in his own trapped. I also believe this is the trapper whose trap I destroyed last month. Than the next day we ran into several more of the trapper traps. He destroyed them and when we got back to Oleg’s he believe it was a trapper that no one likes because he put traps where people could be caught, too. Gregor informed Jhod Kavken we found the temple and he was glad we did. He also told him about the bear and what happen Jhod seemed to have a smile on his face when he heard this news. We will be taking Jhod out to the temple in the morning. Glade

4758 Arodus 5th

Evindra, We were looking for the kobold lair when we came across the remains of animals who were killed by a spider. We then were attacked by this giant spider which the dwarfs killed. Next we came across the ghost guarding the destroyed bridge I did not believe the tales I hear. But, he is there until the Stag Lord is killed. I missed understood him and thought he said only the stage lord may pass and it was no one shall pass as long as the stag lord lives. We were able to get to the other side with one of the dwarfs falling in the river. I could not believe he swam that well. We finally found the Kobold lair and freed a goblin called Tika near the entrance of the mine the Kobolds are using as their lair. We meet Deacon and he took us to the tribe wizard Tartok who then asked for the chief. We ask them to stop attacking the carven going to Oleg’s but the wizard would not and Gregor sense we was not going to let it go and he had to kill him. The wizard name Tartok is nagging me but I do not know why. We did get the chief to agree to stop attacking the carven. So, we left them in peace. He had the goblin Tika take us to his home to see if we could make the same deal. Tika took us to a large tree where Ulfgar, Hadhod and I went down the small hole to talk to them. After several minutes it did not sound right hearing noise of a goblin being beaten. So, we climb back out of the hole. A few minutes later three goblins came out ready to kill us. But, we killed them first. We than were able to talk to the goblin chief and we made a peace agreement with them, too. We travel back to the Kobolds and told them about the agreement and how the two tribes need to honor the boundaries of the two tribes so they can live in peace. We continue to explore when we came upon another old bridge. Because of the horses and cliffs we decide to follow the stream upstream to find another way across. This led us back to the bandit camp were we could cross the river safety. Then we explore the other side finding fang berries. They are just coming out so I decided to pick some for Bokken. We had to kill a spider which set up a nest in the briar thicket. I was able to pick enough for Bokken to make several potions. We toke the berries to Bokken and he is still talking about his brother. We then return back to Oleg’s to get resupplied. We were met by a priest of Erastil named Jhob Kavken who asked for our help to locate a lost temple of Erastil. If we do find it he said he would help us in future missions so the princes Solvanna and Gregor agreed to this. Things are looking like they will be colonizing the area I do not like this priest or what princes Solvanna is doing. I did agree with princes Solvanna to be her forester to have a say about the land. They are also thinking about contacting the dwarfs to mine the gold mine we found. Glade PS: Is Tartok the gnome that hated kobolds? That is the name I remember but he a kobold. Is the rumor true that he died and was reincarnated as a kobold? If so, I have his wand would you know what it was or how to use it?

Thursday, August 29, 2013

4758 Erastus 6th

4758 Erastus 6th

Evindra,  We have started our search for the bandits in the forest.  I believe the dwarfs are more into the making or getting as much coins as they can plus doing a little killing.  They took most of the wanted posters from Oleg’s.   We found a few kobolds and Hadhod wanted to go after them but we had to get the moon radishes back to Svetlana to make her radish soup.  Going back out they decide to look for the kobolds lair. I wanted to see if we can make a deal with the kobolds instead of killing them.  We found a gold vein instead about 16 miles south west of Oleg’s Trading Post.  I left a message telling where the vein is.  The dwarfs dug for about 6hrs before coming up with a big gold nugget.  We continue our search and came across a bandit camp of 16 bandits.  We were able to kill 10 before the rest surrender and also I saved two from death door.  They had three prisoners we are taking back with the six live bandits to get a reward.  Will keep you informed what this group is up to but right now it looks like they are just looking to get rich and help people out. 

 Glade

Wednesday, August 28, 2013

4758 Sarenith 23rd


4758 Sarenith 23rd

Evindra, I lead them to Oleg’s Trading Post without much trouble.  Oleg’s brought up that he thought we were the guards he had requested.  When we said we were not we found out the bandits where coming in tomorrow to collect their protection money.  Gregor told them we would help.  In the morning we prepared by setting up traps inside the Trading Post.  The plan was to bring the bandits into the post and stop them from escaping.  I was not sure about this plan but it went well and we were able to kill thirteen before the rest surrendered.  Gregor is brave but put his mount in danger and it was killed.  The dwarf fighter Hadhod is a great fighter.  The seven that surrendered were questioned and then executed.  I was not glad to see them executed but the plan is to attack the main group of Bandits in the forest.  We are now going after the rest of the bandits leaving tomorrow. 

4758 Sarenith 5th


4758 Sarenith 5th
Evindra, I was able to join a group that is going to help Princess Solvanna.  Princess Solvanna says she is the rightful ruler of the river lands.  A warrior priest named Gregor and two dwarfs Ulfgar and Hadhod Battlehorn are also in her service.  Gregor is a human who is a law bidding citizen and seems to do what is right to me.  One of the dwarfs swore to the princess to be her personal body guard and wants to look out for her safety.  I also found out that the two dwarfs killed one of Mother Graul ogre (This may or may not be anything).  I was at the right place at the right time because they ask if anyone can find the fort and that is how I came into the princess serves.  I will send you what this group is doing. 
 
Glade

Glade's home: Sevenarches

Glade's home: Sevenarches
SEVENARCHES
Large Town nonstandard (mayor and druidic oligarchy); AL N
Base Value 2,000 gp
DEMOGRAPHICS
Population 4,340
Type humanoid (human 88%, fey 5%, gnome 4%, halfling 2%,
other 1%)
AUTHORITY FIGURES
Esmet Silkenlock, mayor (N female human rogue 3/expert 1);
Dethenesthen Carcusian, Captain of the Underbrush (N
male human ranger 4); Leoti, Voice of the Wind (LN female
human druid 9).
 
SEVENARCHES
Just stepping into civilized Sevenarches eases the mind. The land is
fairer, the grass softer, the weather milder, and the sky a brighter
blue than only a few yards outside the territory. Sevenarches is
possibly the largest River Kingdom in land area, although Gralton
and Pitax have decent competing claims to this title. It also has
a shocking stability compared to other River Kingdoms, thanks
to its sizeable standing army and the hyper-vigilant oversight of
the ruling druid sect known as the Oakstewards. Once an elven
settlement, and continuously occupied for thousands of years,
the territory is now primarily home to fey and the humans who
have learned how to live with them.
 
Life in Sevenarches is less civilized than in other River
Kingdoms. Settlements are small, rough, and fortified.
Rather than the loose spreading of a village every few miles
that characterizes other civilized settlements in the Inner Sea
region, small towns tend to clump together every dozen miles
or so, with lightly patrolled farmland in between.
 
Dirt roads with stone mile-markers are the most advanced
thoroughfares in the kingdom. Very few roads exist, with
those that do primarily running from the city of Sevenarches
out to the towns and farms along the rivers. Wild animals,
including dire animals, roam freely across most of the realm.
Travelers are warned to stay in groups, and hire protection
if going very far. The branches and tributaries of the Sellen
are the main mode of transit, and most villages and farms are
located within a few miles of a riverbank. Civilized Sevenarches
strings along the north and east borders of the realm, leaving
the interior wild—about 70% of the land is uncultivated, left
to the fey and wild creatures.
 
Fey are a notable minority, even living openly among
humans in the town of Sevenarches. Though generally
helpful, some fey do tend to steal things, replacing them with
junk (or sometimes magical items that seem like junk, such
as a feather token). Because malicious or troublemaking fey
often try to lure people off roads with false pleas and dancing
lights, local humans have learned to ignore strangers calling
or signaling to humans for help; “Stay in sight, all is right,” is
a Sevenarches truism.
 
No one in Sevenarches goes hungry, and bandits are
noticeably less common here compared to other kingdoms.
But the price for stability is paid in liberty. By law, the ruling
Oakstewards may demand up to 90% of a person’s holdings
without question—whether or not that person is a citizen of
Sevenarches. Rebellion brings banishment; armed rebellion
is punishable by f laming execution.
 
Oaksteward demands are rarely so drastic—a typical
command is to care for a sickened wild animal, to grow a
certain kind of plant for a year, or to escort a trespasser to the
border. However, in one instance, the Oakstewards demanded
the abandonment of an entire village with no explanation, and
no assistance in relocation. Over the years, the Oakstewards
have become increasingly draconian and unsympathetic in
their demands, but the boil is so slow that most residents
don’t notice. That said, the Oakstewards are hardly micromanagers.
Some Sevenarches residents go years without
encountering one. Nevertheless, when one approaches, the
druid’s commands must be obeyed.
 
Sevenarches is exceptionally difficult to conquer. The
strong fey aspect of the place overwhelms most would-be
invaders, as terrain seems to shift, invisible enemies swarm
supply lines, weapons are replaced with tree branches, and
officers are kidnapped from their campaign tents. A larger
power with intent to seize the land could overcome these
problems, but a typical River Kingdoms despot with a few
hundred soldiers can barely travel a mile without getting lost
or turned around. Those who do must then face the wrath of an
unknown number of powerful druids on their own territory.
Sevenarches remains on civil but distant terms with
other kingdoms (although both the civil authorities and the
Oakstewards maintain a mutual disdain for Tragshi, the
poisoner from Daggermark, who keeps trying to collect rare
herbs that grow in the enchanted gardens of Sevenarches).
The overbearing mystery of the Oakstewards strains
neighborly relations. However, food policy in Sevenarches
covers many sins. Druidic magic ensures that the kingdom
of Sevenarches grows abundant crops. They then supply
neighboring kingdoms with surplus grain at reasonable
prices, even in famine years, regardless of the buyer’s ideology
or morality. This food source allows the southwestern end of
the River Kingdoms to survive through harsh political shifts,
and endears the Oakstewards to commoners who live near
Sevenarches territory, no matter what their lords may think.
 
Government
The Oakstewards are the true rulers of Sevenarches and lead
with a hand that is alternately detached and heavy. The druids
seem unmoved by cries of human injustice, but act quickly to
defend land and citizens against despoilers, springing from
within the trees themselves to prevent harm to their demesne.
The Oakstewards operate in infuriating secrecy, keeping
silent even when communication would help their causes.
No one knows exactly how many Oakstewards exist. Four
roles among the druids communicate with the outside world,
chosen each year during the winter solstice. The Voice of the
Wind serves as the speaker to outsiders, and the foreign affairs
diplomat. The Root of the Sapling encourages growth of crops
and children. The Bloom of the Harvest ensures proper food
distribution to Sevenarches residents and foreign buyers.
The Sharp of the Bark defends the borders, waters, and roads
of Sevenarches. There are more than four Oakstewards, and
probably more positions that the druids hold internally,
though the druids share no further information on this topic.
The revolving nature of the Oakstewards’ governance makes
it difficult for outsiders to build relationships. A different
Voice of the Wind attends every Outlaw Council. Policy
remains consistent, but the different druids have displayed
wildly varying diplomatic abilities.
 
The Oakstewards meet and confer in a secret lodge in the
Elderwoods. The lodge exists within a series of enormous,
ancient oak trees, joined via branches and other growths to
create one great internal room.
 
Notable Sites
No settlement in the kingdom of Sevenarches can truly be
categorized as a city. Only around one-third of the territory is
what other civilized societies would even consider “inhabited.”
The Den: About 10 years ago, a pack of awakened dire
wolves left the Wilewood and claimed the southeastern corner
of Sevenarches. Now, about 20 of them live in an empty stone
granary in an abandoned village they call the Den. The wolves
speak Sylvan, and attack anyone in their territory without
warning, even Oakstewards. Human survivors of the wolves’
appropriation moved north, but many still resent the loss
of their homes and personal treasures. Several abandoned
villages remain largely intact, as the wolves eat looters but
care little for their treasures.
 
The Elderwoods: This stand of ancient oak trees in the
south, near the Kyonin border, is older than the Oaksteward
organization, and thick with treants. The Oakstewards do not
allow logging here, regardless of the immense sums of money
they have been offered for this virgin, millennia-old timber.
Sevenarches: The eponymous main settlement of
Sevenarches has a wall, overgrown with ivy, and openings
that lack gates. A remnant from the distant past, the wall is
all but useless as a defensive structure and could never repel
an assaulting army. The town itself is a creepy jumble of elven
ruin and human architecture. Flora covers the city, and many
streets are draped with resilient ivy thatch, springy to the
touch, but thick enough to withstand heavy draft animals.
Sevenarches is the first major stop for pilgrims and traders
headed north on the Sellen. The town is home to two bustling
supply companies, Sellenmark Supply and Auldwell’s, two
fiercely competitive shops that sell all major and minor
adventuring necessities.
 
In a cobblestone courtyard at the center of town, seven stone
arches with subtly shifting colors stand in a circle, each 20 feet
high, radiating faint illusion magic. These are reported to be
magical elven arches that might serve as passage to the First
World (though this actually is a lie; the Oakstewards assembled
these arches and established this place as a diversion for
onlookers wanting to study or use the true arches.)
 
The mayor of Sevenarches, Esmet Silkenlock, is a reformed
thief, a Keleshite from Katapesh made good in the River
Kingdoms. Esmet is an indefatigable leader and administrator,
overseeing as much of the town as possible, with the help of her
staff of four. Having learned from the example of the Pactlords,
she lets trade and travelers have a free hand. Chosen for the job
by the Oakstewards, Esmet has complete operational authority
over town matters, except for the occasional Oaksteward fiat (a
state of affairs she finds annoying).
 
The army of Sevenarches (which protects the entire kingdom
as well as the town itself ) consists of about a thousand soldiers
known as the Underbrush. Led by Captain Dethenesthen
Carcusian, a disgraced former Taldan envoy to Kyonin, these
defensive guerilla fighters rely heavily on elven skirmish
tactics to demoralize and drive off enemies. Carcusian and
200 Underbrush soldiers are based in Sevenarches, but he
regularly tours the territory with a retinue.
 
But for the Oakstewards, the violent vicissitudes of the
River Kingdoms would overwhelm Esmet’s light touch and
Carcusian’s small military. Leoti, the current Voice of the
Wind, appears in town about once a week. A middle-aged
Kellid woman with a world-weary demeanor, Leoti is friendly,
but no-nonsense in dealing with outsiders. She loves to hear
stories of happenings in Numeria.
 
The River Sellen: The great river comes within a mile of the
city of Sevenarches, where caravans take merchants, mercenaries,
and other travelers to the settlement. A direct walk to the city is
discouraged, as the way is waterlogged, and marsh fey sometimes
steal from travelers on foot. A gang of pixies working for the town
accompanies each caravan, some invisible, some not. They use
their detection spell-like abilities on anyone who looks remotely
suspicious (which includes all adventurers), looking for sign
of elves trying to sneak into the territory. Watery fey and the
occasional water elemental also keep watch on the river, and
usually report crossings to the Oakstewards.
 
The Seven Arches: Somewhere within the Wilewood, found
on no maps (and by few humans), is a great clearing hundreds
of feet across. Arranged according to some arcane design, seven
arches stand in the clearing, carved from gray-brown basalt
quarried nowhere in the River Kingdoms. Time and nature
have challenged but not defeated the true arches. Vines climb
the sides, and moss half covers the stone carvings of animals
and magical beasts. Each arch is a different size and shape;
the highest towers 50 feet overhead and 30 feet wide, brushing
the lower forest canopy, hinting at the size of what could
be summoned through it. Those who sense magic find the
arches’ presence nearly overwhelming, bright as bonfires on a
moonless night. Others find the clearing unsettling, possessed
of a high ringing in the ears, or a vague acrid smell.
 
Ten thousand years ago, these arches were powerful gates to
strange places, including the First World, and the elves used
them freely. Now they have somehow become mistuned, perhaps
leading to otherworld realms, but certainly degenerated into
portals of fey disease that disgorge evil monstrosities known as
the gorgas. Gorgas come in a bewildering variety of animalistic
shapes, but all have teeth, claws, and eyes of pure shadow. The
sacred charge of the Oakstewards is to protect Golarion from
the gorgas that emerge from these portals. What else can be
summoned through is a mystery to all but the Oakstewards.
The Oakstewards have also learned that elves who come
near the portals are stricken with an unnatural plague, one
which not even the druids can treat or cure. Known as the
Obnubilate Plague, the malady destroys not only an elf ’s body,
but also his memory. Oaksteward lore says the plague is highly
contagious, so the druids do not allow infected elves to leave
the clearing again, lest they pass it on to others of their kind.
The druids suspect that a cure might lie on the other side of
one of the portals, but none of their exploratory parties have
ever returned, and they don't even know if their search parties
chose the right portal.
 
Every few human generations, a band of elves breaks
through the Oakstewards’ protections intent on reclaiming
their former holding. The arches become more active when
elves are nearby—the gorgas on the other side of the portals
can sense their approach. This is detrimental to both the elves
(as the plague strikes quickly) and the kingdom of Sevenarches
(since the gorgas ravage the kingdom until the Oakstewards
can slay or banish them).
 
For these reasons, the Oakstewards ban elves from entering
Sevenarches. They dare not even explain their motive, because
they believe Kyonin’s Queen Edasseril and her court will be
too proud to listen to mere human counsel. Believing in their
own ability to handle the dangers, the Oakstewards think
the elves would bring in an army and unwittingly spread
the Obnubilate Plague to every elf on Golarion. While the
Oakstewards do not think highly of elves, neither do they
want them dead.
 
The Thinlands: This broad, f lat area near the Tymon border
is both frightening and wonderful. All along this stretch of
ground, observers see shadows of a forest that isn’t there. In
the winter, the shadow branches are bare, while in summer,
they thicken, creating blocks of shade. Some parts of the land
are covered in full shadow all year long presumably from an
unseen mass of trees too thick to allow light. Crops grow well
here, and the human residents hardly notice the strangeness,
but for the occasional breakthrough from the First World. The
walls between planes are thought to be especially thin here.
Creatures from the First World sometimes appear unbidden,
and disappear hours or days later.
 
Wilewood: The largest forest in Sevenarches contains
an unknown number of fey, treants, centaurs, and assorted
forest denizens. The Wilewood is not home to any strictly
evil creatures, but all are wild and dangerous, especially to
those here without Oaksteward permission. The wildness of
this forest is unlike the manicured woods of Kyonin or the
human-subdued forests of the Inner Sea region; rumor has
it that nearly one in 10 adult animals encountered in the
Wilewood are permanently awakened by fey magic. Though
intelligent, few of these beasts tolerate trespassers.
The fey here think of themselves as a sovereign nation
within Sevenarches, and are unfriendly to all outsiders at best.
Lacking the same ideals or ethics as mortal creatures, the fey
make unauthorized visits dangerous even to those of innocent
heart and benign intent. The fey don’t consider themselves
strictly aligned with the Oakstewards, but recognize the
druids as friends of the wood, and work with them as their
chaotic nature permits.
 
Resources
Agriculture in Sevenarches is superb. The Oakstewards’
oversight grants Sevenarches the ability to outproduce every
other River Kingdom in grain, fruit, and honey. The realm
also produces and exports meat and livestock, as well as hides
and tanned leather. Its timber is top notch, although most of
it is used domestically and the Oakstewards have little interest
in exporting it. Sevenarches has few mineral resources, and
imports almost all of its ore and worked goods.
 
Adventurers
In accordance with thousands of years of tradition, the
Oakstewards treat adventurers in one of two ways. Anyone
asked to serve, or who formally requests Oaksteward
permission to accomplish a specific task within Sevenarches
(the explanation must be short, clear, and of obvious benefit to
the Oakstewards) may be given a barkwrit, a heavy, rectangular
slab of oak bark carved with a druidic rune, as a token
indicating safe passage. Anyone bearing a barkwrit receives
free food and lodging in civilized Sevenarches, and respect
(though not guaranteed safety) in wilder parts of the kingdom.
Alternatively, adventurers are as free to wander the kingdom
as any other wild creature. In this case, the Oakstewards
offer no protection, and may appear at scenes of peril to act
as witnesses, not saviors. Foreigners who do significant harm
to the land or its occupants may well face the Sharp of the
Bark in high dudgeon. Of course, if an outsider is elven, the
Oakstewards summarily act to expel the trespasser.