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Background info and Maps

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Umbraforge
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Some art depicting the foundry fight.
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« Last edit by Emily on Wed Jul 29, 2009 9:18 am. »
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Elsir Vale

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StoneStep Hill map so far

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A - Maze
B - Spider Chamber
C - Caved in passage way
D - Crypt with waterfall
E - Underground lake
F - Treasury/High Priest chambers
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Olorin's Academy

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This map of Brindol and information about the town can be found on the wiki.

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The Conqueror

This githyanki war galleon was constructed outside the githyanki city of Tu’narath, and (other than the recent battle damage) shows all the signs of a new vessel: shining wood, new fittings, and few personal belongings on board. With a main deck that has room for almost fifty troops to stand and fight, it is designed primarily for the transport of troops.

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  •   Features
      C1. Main Deck
      C2 . Forecastle -This raised area has one ballista and overlooks the ramming spike.
      C3 . Sterncastle - This raised area has one ballista.
      C4 . Crenellations- Unlike most traditional ships, the sides of the githyanki war galleon have crenellations to help protect troops. Anyone on the deck has cover from enemies outside the ship who are not attacking from above.
      C5 . Ramming Spike - Thirty feet long, this sharpened ramming spike is designed to penetrate enemy ships or huge foes. It is wielded by the ship’s pilot in the bridge (area C6).
      C6. Bridge- ??
      C7. Captain’s Cabin ??
      C8. Hold Entrance
      C9. First Officer’s Cabin - ??
      C10. Crew Quarters
      C11–14. Elite Crew Cabins
      C15 . Lancer Cabin
      C16 . Crew Quarters
      C17. Galley
      C18. Psychic Helm
      C19 –21 . Storage
      C22 . Brig
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      « Last edit by Emily on Sun Aug 28, 2011 10:39 am. »
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This same information and more about Sayre on the wiki.

Summary
Sayre is an artistic, monument-filled city built in a particularly beautiful valley. Sayre holds a university and a large number of artisans, making it a popular site for those who deal in either information or fine art. The city of Sayre is about 160 miles south/southwest of Overlook.

Population
Approximately 12,000, including almost 1,500 students attending the University. Most inhabitants are human, elf, eladrin, or halfling. Some dwarves also live in Sayre, although they tend to keep to themselves.

Government
Sayre is governed by Lord Divian Torrance, a politically astute nobleman adept at playing different factions of the city against each other. Power resides with Lord Torrance, as well as the Artisan’s Guild and the University’s archdean.

Defense
The Guards of the March are a force of 100 soldiers led by General Alvro Taramin that have little to do other than patrol the safer sections in and around the city. Most merchants, guilds, and noble families have their own mercenary guards that protect their property and work together when danger appears.
In a time of crisis, General Taramin has the authority to call on any house with its own private guard to cede command of their troops directly to him. Fortunately, he has never had to do so, but if he were, he could call over 2,000 troops.

With a cliff, a lake, and steep hills protecting three sides of Sayre, the Guards of the March spend much of their time outside the city patrolling the farming areas to the west.

Inns and Taverns
Caperly’s Dancehall; Firetree Alehouse; the Rat and Hammer Inn; the Singing River Inn; the Sodden Mage tavern; The Tankard of Ink tavern.
The River Jewel in The Glassworks is the most expensive inn in the city, and the Inn of the Ugly Dog in the Dregs is the cheapest.

Supplies
The Market; the Glassworks; Low Mountain.
The Market District is the home of hundreds of different vendors of almost any product conceivable, although not all are legitimate. The Glassworks is home to the city’s finest artists and artisans, and is the place to go if you’re looking for jewelers or sculptors. Low Mountain is home to most of Sayre’s dwarves, and hidden weaponsmiths and armorers are available to anyone who can gain a prior recommendation from a dwarf.

Temples
Bright Forge (Moradin); Covet House (Tiamat, hidden); the Founding Tower (Erathis); Great Hall (Ioun); Shrine of the Singing Waters (Corellon); the Waypoint (Avandra).

History
Sayre is built in a small, defensible valley. Steep hills to the north provide protection from overland armies and make excellent spots for small defensive guard posts. The Lake of Songs sits uphill to the northwest of the city. Dammed at its outflow to help control floods, this lake is used year-round for fishing and recreation; it is extraordinarily beautiful and the subject of many paintings and tapestries by local artists.

The Singing River descends from the lake and splits briefly into three branches as it flows through Sayre. A tall cliff guards Sayre’s eastern flank, dropping 200 feet to the valley below. The only direction an invading army could easily approach Sayre from is the west, across the farms and fields, and guard towers alert

Current Politics
Sayre is ruled by a wily half-elven politician named Lord Divian Torrance, and under his direction the city goes out of its way to attract the finest artists and craftsmen in the land. As a result, many wealthy families call Sayre home, and all of these have their own mercenary security forces to protect their houses and workshops. Not much of a public militia is needed, although a small force controlled by Torrance’s good friend General Taramin remains active.

The public militia is subsidized by a public ordinance crafted by the wily Lord Torrance. Each family above a certain income level must commit a number of troops from their own personal guard units to the city’s defense. This makes the city’s safety the concern of all the wealthiest families, although it requires a charismatic and skillful general to keep all the different house troops in line. Sayre boasts a small theater and a large university that attracts scholars from cities across this corner of the mortal realm. For such a small city, Sayre is a shining beacon of light. Lord Torrance fully intends to keep it that way.
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« Last edit by Emily on Mon Feb 13, 2012 3:23 pm. »
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1. Entrance Cavern
This area is where the arctic sahuagin guards and raiders congregate. The undersea entrance opens up here onto the icy cavern floor. To the southeast, a water-filled tunnel flows into Xurgelmek’s chamber.

2. Behir Lair
Natural stairs ascend up into this expansive cavern. The floor here is dotted with stalagmites, as with other areas of this level. Two ledges, one to the east and the other to the south, connect with Xurgelmek’s chamber and rise 10 feet from the floor. The sahuagin keep an icetouched behir that frost giants brought recently. The icetouched behir has been affected by the Seed of Winter, and it has been kept happy by a steady diet of Nefelese from their last failed attempt to investigate Icehome, but it grows hungry again. The ledge in the eastern end of the room contains what remains of some sailors and their gear.

3. Xurgelmek’s Chamber
The leader of the arctic sahuagin, a baron named Xurgelmek, dwells in the western half of this chamber. A 20-foot high ledge splits the chamber in half, and a beholder eye of frost dwells in the other half of the chamber, keeping guard on the teleporation ring leading up to the second level.

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4. Uarion's elemental farm. Here you find the missing githzerai mindmage who has also fallen under the sway of Chillreaver and the Seed of Winter.
5. Umber Hulk Lair
6. Frost Giant Enclave
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1 - Foyer. The only room connecting public passageways and Cachlain’s throne room.
2. Throne Room - This room is where Cachlain spends most of her time, watching the gladiatorial matches through the enormous window in the floor of the room. It’s also where she speaks to important visitors.
3. Cachlain’s Bedchamber
4. Banquet Hall
5. Ambassadors’ Quarters - Visitors to the court stay in these modest rooms. Two are meant to house Medium creatures, and the northeast room is larger—fit for a Large or Huge visitor.
6. Kitchen and storage
7. Gladiatorial Arena
8. Animal Pens - Beasts used for gladiatorial matches are kept here, as are a rack of weapons and some chariots. Cyclops animal handlers, who are also trained guards, guard this area. A tunnel leads from this room to the slave pens and beyond.
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« Last edit by Emily on Tue Oct 09, 2012 2:52 pm. »
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C1: Cavern Entrance - The twisting mountain paths that wind around the bluff lead to the temple’s two cavern entrances.
C2: Hall of Heroes - This mausoleum has been the resting place of the honored dead of Chanhiir for generations. When they invaded, Zetch’r’r’s githyanki pulled down a dozen statues that once lined the walls here. However, in doing so, they have drawn down the wrath of vengeful spirits that now haunt this place.
C3: Training Ground - This chamber was once a training ground for the githyanki of the temple. The only survivors of the assault on Chanhiir—ten ranking githyanki leaders and priests—are due to be taken to the githyanki capital of Tu’narath for trial and execution.
C4: Portal Hall - The center of the temple is a terraced chamber built around the World Gate—a unique teleportation circle that funnels planar energy to the Well of Worlds.
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The Well of Worlds is a planar nexus at the center of the githyanki’s extensive network of portals across the Astral Sea, the world, and the planes. The Well is the site of the Sovereign Gate—an ancient and powerful teleportation circle that serves as a transit point for elite githyanki strike teams and scouts at the vanguard of the ongoing invasion. More importantly, the Well of Worlds is the center of a bold arcane experiment being undertaken on the orders of the githyanki Emperor Zetch’r’r—an experiment whose success will spell doom for the free peoples of the world. The Well of Worlds and the Sovereign Gate are located in a planar nonspace, and they are protected by magical wards that prevent any but full-blooded githyanki and their most trusted servants from accessing them.

The Well of Worlds exists in a planar nonspace that gives the site a nonlinear layout. Areas W2, W3, and W4 are a continuum, with doorways at one side of an area leading to the other side of the area adjacent, as noted by the “A” and “B” keys on the tactical map. A character who looks out of the area W2 doorway on the left side of the map is looking into area W3 from the right. Likewise, a character going through the southwest door in area W3 enters area W4 from the east.

User posted image W1 - Sovereign Gate
The sole portal within the Well of Worlds is a permanent true portal through which elite githyanki strike teams and scouts have access to any point in the Astral Sea, the world, and the planes beyond. Even though you possess whitefire marks that allow them to enter the Well of Worlds, your presence here does not go unnoticed.

W2. Githyanki Bivouac
The githyanki troops that move through the Well of Worlds rest and recuperate here, making use of potent healing magic to quickly get themselves back into the fray. The strike team that recently passed through the portal is here, and its members do not take kindly to your intrusion.

W3. Hall of Shards
The planar energy siphoned off through the World Gates is collected and amplified in this arcane nexus. Two eldritch giants work here, manipulating the flow of planar energy as part of the githyanki’s plans to extend the power of the Well of Worlds throughout their entire portal network.

W4. The Stair Gate
This area grants access to the heart of the Well of Worlds, but your way is blocked by a magically warded gate.

W5. Astral Vortex
A churning astral vortex drives the githyanki’s portal network, and is the source of the power that will soon allow that network to touch every part of the world. An eldritch giant ritualist labors here on behalf of the githyanki, but a summoned githyanki guardian shade and the raging vortex itself are the deadlier threats.
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« Last edit by Emily on Sat Aug 16, 2014 9:15 pm. »
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G1: Construction Site
Breaking from the main battle, the heroes fight their way through a force of githyanki defenders to gain access to the repair dock complex. An open storage space leads to a locked door and the repair dock beyond.

G4: Warehouse
This dark space is a testament to the advanced state of the githyanki invasion. Its crates contain weapons, armor, field rations, and other supplies for a long military campaign. Just as disconcerting are signs that many more crates have recently been moved out from this area as the githyanki invasion is stepped up across the world.

G5: Dock Gate
At the center of the repair dock complex, access to the ships is guarded by a force of githyanki and fomorians. The docks are sealed off from the laborers’ areas and warehouses by magical wards that the heroes must first shut down, then reactivate to prevent new defenders from joining the fight against them.

G6: Boarding Party
Kada’ne’s flagship can be seen in the distance, but another force of githyanki guards stands between the heroes and their target.
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