Day of the Intruder
In the days of Kor, the island of Hawkwind remained mostly isolated from the rest of the world. The mines near Skarren Brath generated a steady supply of silver, while the forests surrounding Jhelom provided a very good fur market. The Wrone Barony maintained a continuous export of these products to the Loomian Empire and the Nation of Rinnland, and managed to profit quite well from it. The island was quiet and trouble existed only for those who sought it.
Peace resided not only on, but also above Hawkwind. Gursot had defeated the Blackguard Malgor and released the Griffin Riders of Ennethar. The skies above Brillian Valley were safe once again. With the sky guardians free, the goblins around Skarren Brath were again unwilling to attack the small town and risk conflict with the cloud knights. Several attempts made by the Barony to extract them from their mountain homes consistently failed. This time, they were left alone;. The Barony relied on their fear of the Griffin Riders to keep them secluded.
Meanwhile, the Red Grin clan of hobgoblins in the Mirrilon Forest still lingered about, often making raids on nearby farms. They continued until Kor sent a small detachment of Wrone infantry to clear the area. Within days, the wild raids dwindled significantly. Though they silenced their activity, all knew they were still there, deep in the shadows, amongst the trees and under boughs.
The dwarven cities in the Blacklath Mountains to the east began trade negotiations with the Wrone government and all seemed to be going well. Lord Deetil and his elves agreed to live with the Barony in harmony and share the forest, but continued to remain uninvolved in human issues. Their belief in the strength of the Hand Pact furthered their independance. Even with this silence, adventures, treasure and experience were not scarce. Blackhall dungeon, Eckizar’s Laboratory, as well as the mountains surrounding it, contained enough combat and challenging experiences to quench the thirst of many an adventurer. With Skarren Brath, a town rich in quality supplies, weaponry, and other sundries, in the area of Billing’s Valley, travelers had all the ingredients necessary for a good quest. The young town of Ploss too satisfied the thirsting adventurer’s needs. The settlement openly welcomed explorers and treasure-seekers to help them clear the surrounding areas.
The 10-Day war was over and talks with Rinnland had concluded (see The 10-Day War with Rinnland below). Peace had again been reached, and as the nations exchanged good words, they renewed their trade market. With the lack of any real threat, the people of Hawkwind relaxed and attended to more pleasant activities. This mellowness was abruptly ended when an unexpected visitor arrived. A minor demon by the name of Sheno mysteriously appeared on northeast Hawkwind. There are many rumors that tell of how he materialized. Some claim it was due to experiments from hermit wizards, or some dark spell gone astray and out of the control of Big Rock’s mages.
While many wondered where he came from, Shano wasted no time. An army of evil and undead was quickly organized and though Sheno at first was very weak, he began a campaign to conquer Hawkwind. Starting in the far north, in the area of the Northern Bottoms, his army began to lay waste to the land and its people. Within a week, Skarren Brath had fallen. Hope’s Gate was burned to the ground just four days after that. Making a stand against the dark horde was The Combined Army of Hawkwind. This army consisted of the infantry from the Wrone Barony, infantry and bowmen from Blacklath’s Home Defense Force, as well as a horde of Deetil’s archers. Later in the war, even residents of Buccaneer’s Den and visiting adventurers from all over the lands joined in the resistance. The war between these great regiments was beyond description. Both sides suffered thousands of casualties. Unfortunately for the defenders, with a plentiful supply of bodies came a plentiful supply of reinforcements to Sheno’s undead units. Slowly the Combined Army was drawn back. Even after the magnificent battle between the dwarven hero Kesper and Sheno, Blacklath still fell to the evil swarm. Sheno, however, was severely hurt. He returned to his headquarters in the ruins of Skarren Brath to recover from his wounds.
As Sheno knew he could not be able to continue leading his forces on the battlefield, he found two minions he could assign the duties of running his armies to. A lowly troll by the name of Sar that had befriended Sheno from the very start was awarded the first honor. Sheno supplied him with great powers, and soon this lowly troll was lowly no more.
As the new military commander, Sar continued to push Hawkwind’s defense forces into the sea. While the main body continued on its south by southwest push, Sar ordered several of his ogre units to trounce the small fishing village of Dayrian. The assault force burned most of the village and drove stakes through the surviving inhabitants. The ruins of Dayrian were scattered with small fire pits, piles of ashes, and impaled humans, feasted on by the carrion-feeding birds. Nothing was left alive.
Not wishing to allow Sar unchecked command of his horde, Sheno also appointed another minion to do his bidding; thus emerged Jagdaye Singh. A human by birth, she was third generation priestess of Ynos, and resident of Skarren Brath. Jagdaye honored Sheno’s presence the very moment he appeared. Her excitement at news of his arrival was so immense, that she was imprisoned and feared traitor to the Barony. Upon his attack on the town, she was freed. Wasting no time, Jagdaye made her intentions and loyalties clear to Sheno. He accepted her without a second thought. In return for her worship and obedience, Sheno granted her great powers as well. Equally impressive, Jagdaye’s powers were focused more on the arcane arts than the sheer strength and brute force given to Sar.
Shortly afterward, Sar ordered a division of orc commandos northwest to wipe out Veramacor’s estate. This attack was unsuccessful and that unit was never heard from again. Sar stopped the onslaught as he waited to regroup with the Dayrian ogre unit and Jagdaye’s undead. On the 4th Tormenday of Ithocost, Sar and Jagdaye pushed forward the demon’s army and Jhelom fell. The battle was epic, and many great warriors fell there. Unfortunately, the resistance was strong, but short lasting. This worried the rebel leaders immensely. Since the beginning of the war, the greatest defense effort made by the Combined Army was the stand at Jhelom. Even with this colossal effort, Jhelom still fell much sooner than had been hoped. The remnants of the Combined Army retreated to Trinsic, where it was agreed that they would hold their ground, or die defending it. The army was left to one-quarter its original size. Scouts estimated that the Combined Army was outnumbered by 7 to 1. With the odds towering against them, the troops remained loyal and motivated against the sieging army.
After a few quiet nights, lit torches were seen in the forest distance slowly approaching Trinsic castle. The high commander, Gursot Wrone, rallied the troops that eve. One would think that facing insurmountable odds, the defending party would have surely fled. Not one deserter was recorded during the battle. That night, Sar’s forces attacked Trinsic. The battle was beyond description and anything written about the events would be an insult to its immeasurable magnitude. Many souls were lost on both sides, but to everyone’s surprise, especially the defenders’, Sar’s forces were turned back. Gursot’s strategies and the heart of the troops helped them repel the first onslaught. The next morning, Gursot discussed the Army’s plans with Deetil, and they both agreed that they would not survive another attack. It seemed that the battle would soon be over and the victors would demolish the land. That night, deep within the besieged Trinsic castle, the leaders of Hawkwind formed a bold & desperate plan.
The greatest wizards of the day gathered together in a large torch-lit hall deep below the massive castle and developed a scheme to stop the forces of Sheno. This collection of powerful mages included Centh, son of Minoc, the Planeswalker Mör, and many others. With assistance from the churches of Pelor, Heironeous, and St. Cuthbert, these wizards conspired to forge 8 magical rings. Making their way undetected (a small feat for a communion with such power), they managed to reach a secret mine under Tourlain, near the coastal side of Blacklath. Their plans were to directly confront Sheno with the rings’ combined powers and defeat him. Sheno however, was already aware of the plan thanks to Jagdaye’s efforts at scrying the camp and overhearing the discussions. Once he became aware of the wizard’s accord, the wicked demon drained almost all of his remaining power to create a dark bolt of pure evil. He launched a sphere of death into the mountainside above the wizard’s alcove. The avalanche and resulting cave-in severely wounded most of the wizards, killing Sert Faar, the royal advisor from Rinnland. Sheno then sent his elite Cloud Giants to the wizards’ stronghold and a great battle ensued with the remaining mages. The rings had already been forged, but the surprise attack had taken the wizards off-guard. They were unprepared to fight back and very weak. The giants overtook them and the seven surviving wizards were captured. All but two of the rings were recovered.
These events, as dark and grim as they may have been, were actually expected. Gursot Wrone became aware of Jagdaye’s peering eye and allowed her to observe them. In fact, Gursot knew that if Sheno was made aware of the plot the wizards were forging, he would do everything in his power to stop it; and he did. Sheno knew that in his weakened state, he would have surely fallen to the mage circle and lose his grip on the island. This was exactly what Gursot was expecting. His plan was in fact, rather simple. He understood that simply killing a god’s worshippers, though certainly not welcomed, is not sufficient action to enrage them. However, dishonoring or defacing an item of their blessing (the rings in this example) cannot go unpunished. Thus Pelor and Heironeous, enraged by the destruction of the enchanted rings, sent two Avatars, servants of the gods of light, to Sulaar to deal with Sheno.
Suffering from the effects of the dark bolt and still weak from his clash with Kesper, Sheno could not stand against the two Avatars for long. They fought intensely before the demon fell to their combined might. With Sheno’s defeat now apparent, his armies were drained of their motivation. Even the powerful Sar and his war cries could not replace the backbone stripped from his troops at the news of Sheno’s death. Gursot realized the immediate turn of events and wasted no time counterattacking Sar’s frontline. With Deetil’s skilled elven archers supporting him, Gursot’s initial offensive was an outstanding success and a large portion of the opposing units deserted while another significant portion was slain. However, even after Gursot’s move, Sar’s army still outnumbered his forces, and with Jagdaye’s undead divisions (who are difficult to destroy and never retreat) approaching, Gursot had to rethink his next move. Even with Gursot’s men rallied and Sar’s men unstable, Hawkwind’s defenders did not have enough men to make another counterattack. Their situation concerned Gursot and Deetil, and they could not agree on what to do next. Even while seeking the council of Gilling Redrock, son of Milling, who inherited the seat of Dwarven High Lord when his father was kiled by one of Sar's violent attacks on Trinsic, the union of leaders could not find a resolution. Things remained this way for 2 days until they saw the sails.
Apparently, just before the collapse of Jhelom, several residents had sought shelter in Buccaneer’s Den while others, fearing that Sheno would soon turn his anger to the tiny island, sailed as far away as Rinnland. Rinnland officials, seeing a massive horde of refugees arriving, questioned their nature and soon learned of Hawkwind’s grim situation. As unfortunate as Hawkwind’s events were, it was not until they heard of Sert Faar’s death that King Secher immediately sent out his navy, loaded with as many troops as the ships could manage. Within 7 sailing days, the fleet had arrived. The troops disembarked on the beach just south of Trinsic and were met by the small force led by Gursot, Deetil, and Gilling.
The commander of Rinnland’s naval force was Lord Bonir Kuurch, a decorated and experienced marine commander. Lord Kuurch then joined the leaders of the Combined Army of Hawkwind to create what has been called the Powerful Four. To this day, there has not been such a great collection of military minds in Sulaar’s history. The Powerful Four led forth a charge unprecedented in times before. The attacking force completely decimated Sar’s remaining forces. Gursot drove his blade deep into the troll’s throat, permanently ending the threat. Jagdaye, however, escaped the counterattack. She was last seen in the midst of battle, enhancing the powers of her undead forces and ordering them to tear apart Trinsic’s defenses.
Unknown to the wise Gursot, before the Avatars arrived to punish the careless demon, Sheno disciplined those who had tried to destroy him. He cast a powerful curse upon the seven wizards he had taken captive. Their bodies became shriveled and black. Their minds a bubbling pool of evil. They roamed the isle of Hawkwind as Death Mages, a horrific creation by the dark intruder, terrorizing the lands behind the battlefields. All who encountered them were robbed of their souls and much worse. After the defeat of Sheno’s last loyal forces (except for the elusive Jagdaye), the Death Mages continued to elude the efforts of Gursot and his forces. It remained this way until the arrival of Sir Teller.
The Fate of the 8 Rings of Hope
Sheno confiscated 6 of the 8 rings after his defeat of the wizards. Though he tried and tried with spell after spell, he could not harm the rings. Exhausted, Sheno decided to put them where they could be kept safely. Plague was given to Sar as a reward for his loyalty and Nightbringer he gave as a medal to Jagdaye Singh for her perseverance against her fellow humans. Fire Spirit was given as a gift to the Vecna Clerics and Mage Killer he gave to Sinet’Sal, his father. Sheno lost the remaining two rings, Griffinchilde and Tinkerer in the fierce battle with the Avatars. The 7th ring, Life, was retrieved by Gursot and was kept by him and passed throughout the Wrone descendants. Tanis Wrone currently has possession of Life and protects it fiercely, even though many dismiss this as a rumor. The 8th ring had been lost since the original conflict when Sheno had ambushed the wizards. Somewhere in the wreckage and ruin left by his massive blast the ring sits. Though many have searched year after year, it has not been found. That ring, the Juggernaut, has never been seen again, and no one knows for certain of its whereabouts.
The Hawkwind Priests
About 140 miles southwest of Trinsic, near the shore, hidden amongst the trees, lies the abbey of the Hawkwind Priests. The Hawkwind Priests are very peaceful and kind, and their graciousness has spread throughout history. Many weary travelers have taken shelter at the abbey over the years. The cleric guards are rumored to be unparalleled in their military knowledge and ability. The priests of the abbey are loyal worshippers of Fharlanghn, God of Roads. Fharlanghn’s neutral attitude to travelers is reflected in the priests themselves. It is rumored that Father Zellen, the High Priest, has the power of prophecy. Few have been allowed in to see him however, so this still remains a rumor.
The 10-Day War with Rinnland
The island nation of Rinnland was in a short war with the Wrone Barony back in the days of Toren Wrone. Rinnland claims they initiated war when the Wrone Barony increased their import and export taxes dramatically. These heightened taxes decimated merchant profits to the point that prices in Rinnland increased dramatically. This price hike struck a solid blow against Rinnland’s economy. Businesses were in danger of closing, as customers did not have the money to buy food or goods. Citizens were unable to conduct their duties to their lords and themselves due to the sickness that was spreading because of their lack of nutrition. Structures became unsafe as the materials and labor necessary to maintain them became too expensive to afford. Even the Kingdom’s army began to weaken, as their rations became severely limited. The desperate Rinnland High Council acted on an old and forgotten Kingdom Defense Preservation Act. This Act granted the military the ability to confiscate whatever food stores they could, regardless of who they belonged to. Rinnland Citizens, enraged by the Council’s actions, began to revolt. The kingdom was in near chaos; the government had to intervene.
When the Wrone Barony denied this inexplicable inflationary trend, Rinnland’s government was thoroughly insulted. War was immediately declared. It was not until 10 days afterward, thankfully before any actual conflict occurred, that a joint secret investigation by large Jhelom and Rentug merchants revealed that the Wrone Barony had in fact, just as they had claimed, not raised any prices. What actually happened is that three shipping companies, Blue Rider Shipping, On-Time Services, and the Hawkwind Cargo Company, had conspired to create trade fees, taxes, and tariffs in an attempt to increase their profits. However, when the import officers at Rentug, the main shipping city in Rinnland, confronted the three companies with the swollen charges, they all claimed that the Wrone Barony had implied these taxes on them and they needed to raise their prices accordingly.
The officers of the three companies were arrested and incarcerated. Soon afterwards, the convicted parties (convicted without trial mind you, justifiable suspicion by the government is sufficient) were sent to a public gathering. They were hanged before a large crowd of several hundred citizens. Both nations opened their coffers and acquired surplus rations for their people. Most of these rations were purchased from the Loomian Empire, who accordingly lowered their prices because of both the quantity and the nature of the purchases.
Some good did come of these events, however. Once everything had been resolved, the two nations agreed that perhaps the greatest reason why the entire misunderstanding occurred was because of a lack of communication. Though they had been trading well under good terms for several years, there was no real intimate relation between the two. This was overcome when the legendary Gursot Wrone, brother of Baron Toren and a hero of Hawkwind, began to court Kilia of Gretha, the daughter of King Secher, sovereign of Rinnland. This could not have come at a better time. Today, even with those times long past, Rinnland and the Wrone Barony have been on extraordinary terms and have been loyal allies whenever any struggles have arisen.
The Temple of the Vecna Clerics
North of Buccaneer’s Den, on Teller’s Island, the Temple of the Vecna Clerics can be found. Little is known of these powerful clerics, except that they were allied with Sheno and worship Vecna, God of Knowledge and Secrets. It is also rumored they once offered shelter to Sar’s forces, but as there are no records showing Sar’s presence on Teller’s Island, these are quickly dispersed. The only intruder ever to return from the temple crawled to the gates of Buccaneer’s Den, uttered "Do not enrage the small one..." and died.
The Hawkwind Massacre
Enough innocent blood had been shed. The citizens of Jhelom and Trinsic had suffered greater than any human could ever comprehend. The endless rash of violence had stricken bordering farms and provinces in the northwest. The savage murders inflicted against the bodies were beyond anything an average human was capable of. This was no man, and this was no sane animal. Whatever had committed these acts of cold-blooded slaughter was not a creature that before Ison stood proud. More than 200 citizen lay dead; feasts for the looming black vultures above. Left to rot yet stripped of no meat, their deaths for no purpose seemed. The murderers fed on nothing more than some sinister desire.
The town gathered at Jhelom's Town Square. High Priest Brasset, founder of the Great Church of Pelor in Jhelom, gathered a large number of citizens, guards and soldiers from the two western towns. This great number included even the renowned Jhelom Guard Captain Rig McFraggan. They collected to hear the accounts of a homeowner near the fields just northwest of Trinsic. His farm was attacked, and his family, hands, and livestock were all slaughtered. His memory was vivid and his fear greater than a knight's honor. He described the attack as if the hand of Wee Jas had swept across his land. Wolves, standing upright like men, tore his armed farmhands to pieces. Ferocious and nearly demonic in appearance, they seemed to laugh as they shredded the bodies of the helpless defenders. They basked in the blood of their kills and carried on, doused and dripping. Other walking creatures, which he remembered as human bears and boars, ravaged and destroyed his fields and homes. The one that especially caught his eye was unlike any of the others. It was a tigress. She was unquestionably female with enough human qualities remaining to denote her gender clearly. She was slim and shapely, with eyes blue like the ocean. Her short fur shroud in orange and black, her veil barely hiding her features, while a silken mantle draped down her back. She was surrounded by what seemed a pack of standing wolverines. Claws nearly half the length of their arms, the farmer told of how they stood around her only, and none were seen in the battle. He escaped when he saw his wife and children slaughtered, nothing left of them to hold him in the fight. His vow of revenge would be exercised when he returned to Jhelom, hoping to rally the town's citizens and strike back at the earthbound demons that had taken everything from him.
Captain McFraggan gathered townsfolk from Trinsic to Cutter’s Cove. High Priest Brasset used Pelor's influence to empower the citizens, reminding them of their rightful duty to answer His call whenever it is heard. He continued to explain how they must journey onward and cleanse the evil-tainted soil. He held mass and blessed them all as warriors of good in the service of Pelor. The main body was inexperienced and armed mostly with makeshift weapons, while the small band of guards and soldiers were obviously better equipped and trained for combat. The truest hopes of the citizens lay with their own overwhelming number and their undying will to wipe that evil from their lands. The deaths caused by the horde of lycanthropes could not be tolerated any longer. Something had to be done. Just after dawn, on the first Sagday of Ghericost, the mob made its way northwest of Trinsic. They were bound for the area greatest affected by the onslaught; the stretch of damnation they had named Luprinas. The small party made its way through the thicket of trees and tall grass. Their confidence and morale was bolstered by several easy defeats of small roving goblin bands. In 2 days time, they had reached the farmer's old house. The smell of death was strong and many a man's eyes did water at its stench. The bodies of those slain lay twisted and rotting under the hot noon sun, flies and vultures feasting on the carrion. Their skeletons turning yellow and cracking between the beaks of the aerial scavengers. A few began to give the dead a proper burial, while others searched the area for clues as to which way the attackers had departed.
A few hours afterward, as the sun neared the Earth, a scout from the advance party they had sent out returned... drenched in his own blood and missing a large portion of his left thigh. He ambled over to the High Priest and falling to his knee he uttered... "They're coming..." and collapsed to his death.
Just then, a hundred howls echoed throughout the twilight sky. The pale faces of the Wrone soldiers surrounded gaping eyes. Their sights fell upon a swam of werewolves rushing at them with speeds unmatched by horse or hound. The defenders drew their arms, but before the steel could glisten in the moonlight, their blood had stained it. The militia clearly outnumbered the attacking demons, but sheer power rested in the hands of the Lycanthropes. Their bellowing howls shattered the morale of even the bravest man. Hordes of werewolves attacked from every angle, focusing on those flanks that were least protected. It quickly became obvious that within them was a source of intelligence and coordination matching their brute strength. The defenders valiantly stood their ground, faring better than the odds would have shown, but the unearthly might was too much for them to survive... and then came the roar. All around them, as the citizen army fought off the werewolves, poured more lycanthropes. Werebears and wereboars charged into the fray with a fury that leveled the front-line.
In mid-battle, a werewolf filtered through the attacking lines and struck High Priest Brasset. The creature uttered, "I am Jerhar and you will never forget me..." before a soldier managed to slay him, but the wound he had suffered on the Priest was great. McFraggan, the wounded Priest and a small band of survivors managed to escape the slaughter... and that is exactly what it became a complete decimation of the defenders by the evil band. The allies made their way back to Jhelom, where they told those who remained of the foiled plan. A few days later, the other clerics were convinced that the High Priest had suffered enough damage in his body to contract lycanthropy. Brasset knew exactly what this meant, but his devotion to his beliefs drove him to the point of ignorance. He knew that at full moon, he would convert to a servant of darkness. He also knew that this curse from the depths of Sethm was increasingly difficult to cure. However, his loyalty and respect for human life, plus his belief in healing prevented him from taking his own life, and his status prevented others from doing it instead. Throughout the suffering that it would bring, the High Priest had to accept what fate had decided for him. Thus he had his servitors separate him in a small shack behind the church, chained behind a locked door.
As time went by, livestock within town began to turn up slain and shredded. Rumors were plenty, but a small band of men had already assured themselves what the cause for the inexplicable murders was. Fearing that livestock was only the beginning, they met in front of the church that evening, on a night with no moon. They made their way to the back, fighting through the guards of the church. They arrived to where High Priest Brasset's shack rested and extracted their revenge.
The next morning, the search for the High Priest was on. Citizens formed into various bands to search the entire town but nothing was ever discovered. Four days later, an adventurer discovered the decomposing body of High Priest Brasset a few miles from the farmhouse where the massacre had taken place. He had been hung from an old, tall tree; one that stood as long as any in town could remember. Spears had been stuck in him, too many to count. He had been gutted and a drying, fly-infested, blood-soaked ground lay below him. His eyes were burned in, his lips sewn shut, and his heart carved out. Beside the tree was a small sign with a wooden plank. The crude engraving read: "The massacre has been concluded." One week later, three lambs were found slaughtered behind a barn just within town. That day, the town new their error and they mourned greatly…
Sulaar Real Estate
The Plane of Sulaar is still very mysterious. There are 5 bodies of earth that have been discovered; Hawkwind and its surrounding isles, the island nation of Rinnland, the Loomian Empire, Hibben, and Repusmaet. Civilization in Hawkwind is the youngest of these lands, discovered around S.Y. 500 while the oldest, Repusmaet was colonized as early as S.Y. 1100. In order, the Loomian Empire was founded after Repusmaet, the island nation of Rinnland was discovered next, and Hibben was found prior to Hawkwind.
Though limits of technology and travel have prevented extreme exploration, sages agree that there is more undiscovered land out there. The Blue Curtain, the extent of ocean to which humans have mapped, reaches out about 800 nautical miles west of Nuir, the westernmost isle in the Loomian Empire. It is clear that knowledge of the geography of Sulaar is limited. There is no doubt that there is more to be discovered.
The Death Mages
When Sheno was defeated he did not want his legacy to be forgotten. Though he was severely beaten by the Avatars, he wished to ensure that his memory would not be wiped from the minds of Hawkwind’s citizens. He ordered the Death Mages to wreak havoc throughout the island and eternally search for Ran’Tassu, The Chosen One. Ran’Tassu would be a spawn of Sheno, born from his own blood and flesh, to rise again and rule the island of man. The location of Ran’Tassu’s birthplace is not known. Worshippers of Nerull, whom Sheno serves, claim that from the remains of the vile demon, his offspring will come. However, as the great demon clashed in battle in many places, the exact location could be virtually anywhere. As such, the Death Mages were ordered to search throughout the island to find and protect Ran’Tassu, guiding him through the ways of darkness to find his strength and call forth from Nerull, the power needed to complete the task set forth by his father. After Sheno’s defeat, many heroes challenged the Death Mages, and in the many years of their reign, only two of the seven were destroyed. On one epic day, the legendary hero Sir Ennich Teller landed on Hawkwind, and committed himself to the destruction of the menacing Death Mages.
For twenty years from the day of his arrival, Sir Ennich clashed against the dark beings. He eventually succeeded in ridding the land of three Death Mages. However, on the last dark day of Jurgaly, Sir Ennich Teller was slain in battle by the 6th Mage Ka’Nar’Sul, tainted soul of Centh, who kept parts of the noble hero as a trophy of his victory. Sir Ennich's heart is preserved in a pendant around the Death Mage's neck. The knight's right hand is kept in the center of a ring , while his eyes are embedded as a decoration in the pommel of the Death Mages' greatsword.
A few short years after Sir Ennich’s death, the hero Stallings, son of a Rinn nobleman, was decreed a knight by King Alia Secher, His Majesty Lord of Rinnland. He petitioned to rename West Island to be forever known as Teller’s Island in memory of the valiant hero’s efforts. Kor Wrone, then Ruler of Hawkwind and the Wrone Barony, agreed. In compliance with the noble request, Baron Wrone asked for Stallings to rid the island from the threat of the Death Mages. Regardless of being hunted by yet another great hero, the Death Mages evaded him and continued to roam the island.
To this day, only two Death Mages remain. They have outlived those that brought them into creation, those who ruled them, and those who sought to destroy them. They are old and wise and have not diminished in power. Since the days of Gursot and Sir Ennich, no heroes have walked on Hawkwind soil with enough courage and power to end their horror. Death Mages can be seen anywhere, however they tend to frequent Brillian Valley, and often southwest of Githenhaas.
Kesper’s Catacombs
In the hills far to the east of Jhelom, the dwarven lands of Blacklath can be found. Within them resides the massive city of Tourlain with its legendary catacomb infrastructure. The elite engineering teams of the great dwarven warrior Kesper created these catacombs several hundred years ago, just before Sheno’s invasion. Kesper, second in command to Milling Redrock, made a petition to construct a massive tunnel network beneath Nir’s Three Heads, a clutter of mountains near the coast. The dwarven capital of Tourlain was small at the time, and Kesper was convinced that this infrastructure and the caverns it would make accessible would more than double the size of Tourlain. Milling approved his petition and construction of the network began immediately.
The entire project took approximately 21 human years to complete. Once it was done and the overflow population poured into these tunnels and caverns, Kesper’s anticipations were met. Tourlain doubled and nearly tripled in size, and with so many new sectors discovered, additional dwarven residents from Dragon’s Spine and several small tribes on the outskirts of Blacklath migrated in. These tunnels created sufficient space for housing accommodations and barrier rooms, which close off sections of the passageways, in case the main city is overrun. Kesper also installed several ambush halls. These halls have secret rooms behind the walls that contain archers and warriors in anticipation of ambushing any that try to pass through. When Sheno’s forces eventually struck, though the catacombs were mostly seized, large secure pockets remained under dwarven control. It was in the main chamber, Newhome District that an epic battle between Sheno and Kesper ensued. Kesper was eventually slain, but Sheno limped away very badly hurt.
Since then, nearly all of the original catacombs have been sealed, and in its stead, the aboveground Tourlain has been expanded. Most of the tunnels collapsed from lack of maintenance while others ran too deep to recall the many turns they possessed. With all maps blueprinting the passages lost and memories of them forgotten, few dare venture within. One such tunnel, Blue Eye road, is said to accommodate a rich view of the eastern shoreline. Originally designed to provide early warning of approaching ships, the path to Blue Eye road has been long since lost. Some rumors even dispel its existence entirely. Access into the catacombs through Tourlain has been sealed, though some hidden passages may still remain. The catacombs are also accessible by a small path just southeast of the main archway into Tourlain. There is a small dwarven outpost that guards this entryway; preventing access to any they feel is not equipped to venture onward.
Though dwarven territory in ownership, travelers who seek fortune and adventure are welcome in the catacombs. The dwarves have learned that this can bring in sizable revenue for the merchants in Dragon’s Spine and so, are quite glad to have visitors.
The 8 Rings of Righteousness
When Sheno assaulted the island of Hawkwind many years ago, he confiscated the 8 magical rings that were going to be used against him. These rings had great power given to them by each of the wizards that created them. The founders of these rings were summoned to the aid of Hawkwind from all throughout Sulaar. Though they were assured eternal fame and great rewards upon the death of Sheno, most came for the honor of defeating the evil presence, while others out of duty. Powerful mages residing in Hawkwind, as well as many from other lands answered the call. There were eight in total, and each used their power to forge a mighty ring, with which to repel the baneful demon.
The first ring was named Plague. The Planeswalker Mör tapped into a small pocket dimension he had discovered and often journeyed. With this newly acquired energy, he forged Plague, the Band of Rot. This ring, made of cold obsidian with carved weeds along the band, would infect the victim with a horrid rotting disease. Even after the onset of the affliction, the pain and devouring continued. The flesh-eating abnormality corrodes skin, muscle and bone in that order. Each confined soul taken by Plague would torment the next one’s arrival.
The second ring, black and glossy in appearance, was Nightbringer, created by Garmundel the Night Wizard. Instead of enchanting it, Garmundel instead took a small portion of his own power and implanted it into the ring. Though it enhanced the capabilities of the ring, it weakened Garmundel. Many say that this is the reason why Garmundel fell so easily during the battle with the cloud giants. The black, glossy Nightbringer can douse most every light source including infravision and magical light. It can even cast a pitch-dark haze over a victim’s eyes, blinding them and rendering them virtually unable to hit anything. It is said this haze swirls about the target’s head and even prevents the use of magic.
The third ring, Juggernaut, was arguably the most powerful. Created by Centhic, son of Minoc the Unearthly, Juggernaut will convert its wearer into a large living suit of magical armor. The new skin improves the user’s resistance to attacks as well as increasing their strength. It bestows a powerful means of attack and increases the wearer’s hit points. When in this form, the wearer does not need to breathe, eat, or sleep. The effect reportedly has no limit to its duration. The Juggernaut ring is gray and black and appears to be made of finely sculpted rock.
One of King Secher’s advisors, a wise magic user and sage by the name of Sert Faar, was in Hawkwind researching a spell when Sheno attacked the island. He was at one point forced to clash with some of Sheno’s forces when they encountered him at his shelter north of Brillian Valley. Unwillingly brought into Hawkwind’s turmoil, Sert Faar chose to join the rebelling wizards in the elimination of the fiendish aggressor. He took the spell he was researching and with it, embedded the fourth ring, Life. Life had the ability to fully restore the wearer’s health numerous times. Unfortunately, since Sert Faar’s research had been interrupted, there was one small flaw to the ring. The restoration ability would only work a limited amount of times per wearer. It is not known what could occur when those charges are exhausted, as Tanis has not used the ring. What is known for certain, is that once it is given to another, the restoration charges would be renewed. When Life’s restoration powers are used, all illnesses, diseases, and poisons are cleansed from the wearer’s body. Pure white in color and as smooth as a king's robe, this item was a true masterpiece of Sert Faar’s creation.
Zinn Govren, resident of Skarren Brath and a mage well known for his knowledge of archival history, created the fifth ring, Tinkerer. The wearer of this ring is said to have immunity to all mind-altering spells including invulnerability to all mental attacks. Stories say that it also provides its user with telekinetic abilities. Some sages speak of how the power can be used an unlimited amount of times with no duration limit. It is transparent blue in color and reportedly warm to the touch.
Delesdernier, a druid/mage created the sixth ring, Fire Spirit. This shiny, bright red ring completely protects the wearer from fires of any source including magical. It is said that the user of this ring can be immersed in lava without suffering any injury. The ring is also reportedly capable of generating a pulsating glow around their target. Similar to a faerie fire spell with greater effect, the victim’s ability to avoid attacks suffers, thus making them much easier to hit.
Megathlin, The Archmage of Blackbranch, forged ring number seven, Mage Killer. This ring, one of the most powerful in the group, can cast a spell on a target, rendering them unable to speak for quite some time. This effectively shuts down any spellcaster. The wearer furthermore has the ability to render the victim incapable of thought. This effect does not last as long as the previous effect, but can be used as often. The ring can also grant any weapon in the same hand as the ring a magical bonus to hit and damage when used against spellcasters. It stands out in its appearance with a deep violet color and tiny black studs riveted across its surface.
Andian the Star Mage created the eighth and final ring, Griffinchilde. This twisting brown and white band grants the wearer the ability to fly at speeds greater than that of a griffin. The ring can be used several times per day for a substantial duration. The flight ability is stable enough to even allow the use of missile weapons and spell casting. Melee weapons can be used in a swoop attack causing severe damage.