immortals by age and rankwombat/mystara/immortals.doc  · web viewpc trolls can become priests of...

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Immortals by Age and Rank So Old They Forgot Their Own Origins: Hel (Hiearch/36) Ixion (Hiearch/36) Korotiku (Hiearch/32) Odin (Hiearch/36) Thanatos (Hiearch/35) Tyche (Eternal)--Maybe. Little clue of exactly HOW old she is. Valerias (Hiearch/31) Pre-5000 BC, but not so old as the first category The Great One (Eternal/26) Ka (Hiearch/35) Kagyar (Eternal/28)--Some time after Ka, before Brute- Men all moved to Hollow World Ordana (Hiearch/31)--Created Elves, so predates them. Protius (Eternal/29)--Dang, dang, dang old, but not old enough. BC 5000-4000 Calitha Starbrow (Celestial/13) Razud (Hiearch/31) BC 4000-3000 Asterius (Eternal/27) Diulanna (Celestial/18) Khoronus (Hiearch/36) Rathanos (Eternal/28) BC 3000-2000 Djaea (Hiearch/34) Rafiel (Empyreal/21) BC 2000-1500 Frey and Freyja (Celestial/13)--began quest before Antalians were transported to Hollow World Ilsundal (Hiearch/33)--1800 BC

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Page 1: Immortals by Age and Rankwombat/Mystara/Immortals.doc  · Web viewPC Trolls can become priests of Bagni Gulleymaw and help lead his holy crusade. ... The Hooplak Hobgoblins clash

Immortals by Age and Rank

So Old They Forgot Their Own Origins:Hel (Hiearch/36)Ixion (Hiearch/36)Korotiku (Hiearch/32)Odin (Hiearch/36)Thanatos (Hiearch/35)Tyche (Eternal)--Maybe. Little clue of exactly HOW old she is. Valerias (Hiearch/31)

Pre-5000 BC, but not so old as the first categoryThe Great One (Eternal/26)Ka (Hiearch/35)Kagyar (Eternal/28)--Some time after Ka, before Brute-Men all moved to Hollow WorldOrdana (Hiearch/31)--Created Elves, so predates them. Protius (Eternal/29)--Dang, dang, dang old, but not old enough.

BC 5000-4000Calitha Starbrow (Celestial/13)Razud (Hiearch/31)

BC 4000-3000Asterius (Eternal/27)Diulanna (Celestial/18)Khoronus (Hiearch/36)Rathanos (Eternal/28)

BC 3000-2000Djaea (Hiearch/34)Rafiel (Empyreal/21)

BC 2000-1500Frey and Freyja (Celestial/13)--began quest before Antalians were transported to Hollow WorldIlsundal (Hiearch/33)--1800 BCLoki (Eternal/30)--began quest before disruption of Antalian culturePflarr (Eternal/25)Thor (Eternal/28)--Could possibly be somewhat earlier, but definitely after Antalian culture emergesYagrai (Temporal)

BC 1500-1000Atzanteotl (Hiearch/31)Bagni Gullymaw (Celestial ?!? How did a moronic troll become a stronger immortal than Yagrai or Wogar???)Takhati Stormtamer (Celestial)

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Wogar (Initiate)

BC 1000-500Ahmanni Waverider (Celestial)Alphatia (Celestial/16)Atruaghin (Hiearch/32) Danel Tigerstripes (Celestial)Eiryndul (Empyreal/20)Halav (Celestial/13)Hattani Stoneclaw (Celestial)Koryis (Temporal/10)--finished his quest some time after destruction of Alphatia. A 2000 year old Temporal? What happened? Lots of Master strokes?Minroth (Celestial)Palartarkan (Temporal)--You'd think in 2000 years, the man could make it past Temporal. Yeah, Alphatians are lazy, but still...Ranivorus (Celestial)--Possibly the leader of the gnolls who invaded the Traldar lands? Definitely attained Immortality before 500 BC, when his corruption of the Nithians helped lead to Nithia's destruction. Vanya (Empyreal/23)--possibly slightly later at the start of the next periodZirchev (Celestial/17)

BC 500-1 ACMadarua (Empyreal)Mahmatti Running Elk (Celestial)Mealiden Starwatcher (Empyreal/23)Noumena (Hiearch/34)The Shining One (Temporal)--assuming he was involved with the Kobold invasion of the Northern Reaches in the 400s which wiped out the gnomes. Taroyas (Initiate)--Must be lazy.

AC 1-500[Funky, eh? Why no immortals from this period? Tarastia would fit here, but the bulk of evidence indicates she is not Valentina the Justiciar, and thus doesn't fit here. Was Valentina a Mortal Identity she took on?]

AC 500-1000Al-Kalim (Initiate/3)Diamond (Celestial/16)Kythria (Initiate)Liena (Initiate/1)--How did she finish path of Dynast so fast? She's only the current emperor's mother...Lokena (Initiate)Opal (Celestial/13)Patura (Initiate)--Might possibly be in the 1-500 period; has to be after the foundation of Thyatis since she was a Queen of it. Pearl (Temporal/10)--Some time after Diamond and OpalRad (Empyreal/22)Yav (Celestial)

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AC 1000+Benekander (Initiate/1)

Hard to Place:Alphaks (Empyreal/20)--Some time after destruction of Alphatia, but more than 200 years ago, since that's when he discovered it again. Bartilzuth (Celestial)--Not a clue other than after settling of Broken LandsBrissard (Temporal)--Some time after Talitha, since she sponsored himFaunus (Temporal/11)--Has forgotten his origins, but was not part of the group of really incredibly old ImmortalsJammudaru (Initiate)--No clues known, not even his sponsorKaraash (Initiate/5)--Some time before 500 BC when he saved the Krugel Horde, some time after Diulanna. Masauwu (Eternal/28)--Supposedly from Minrothad, but Minrothad is not colonized until the 1100s. However, he sponsors Bagni Gullymaw some time in the 1200s (We know Bagni ate an Elephant in 1299...somehow. Where did Bagni find an Elephant in the Broken Lands, anyway?). Nyx (Hiearch/33)--Born on another plane, sponsor unknown, but presumably no one known around hereOrcus (Eternal/25)--Was a Devil Swine in 'long-ago Traldara'. This covers a broad range of time. Palson (Initiate)--Sponsored by Noumena, so he would have to be some time after 500 BC, but that still leaves a wide time period.Petra (Celestial/17)--Vanya sponsored Petra, but Petra was born hundreds of years before Vanya as a mortal, and began her quest for Immortality in 1000 BC, while Vanya lived around 600 BC. So who was sponsoring Petra at first, and why did Petra switch sponsors? Also, Vanya followed Path of the Dynast, which takes a fair amount of time. What dynasty did she found? And what path did Petra take? Petra must have finished before 100 BC when Milenians were destroyed, whatever it was. Talitha (Eternal/25)--Some time since Alphatians arrived on Mystara.Tarastia (Eternal/30)--In Dawn of the Empires, she is Valentia the Justiciar, who lived in the first century AC. In Wrath of the Immortals, she was a Jennite cleric, who must have lived pre-1600 BC, when she moved some of the Jennites to the Hollow World. Terra (Hiearch/36)--No dating information given, although the gist of it seems to indicate she's younger than the 'Don't know own origin' group, but still dang old. Turmis (Initiate)--A Thyatian thief...probably in the 500-1000 bracket, but not sure, could be 1-500 ACThe Twelve Watchers (Initiate)--Sponsored by Kagyar, apparently from Darokin, which could indicate recent origin, depending on how Darokin is defined (spatially or temporally)

Some General Observations on the relative achievements of various Immortals:Calitha Starbrow is 5-6000 years old; why is she only a Celestial? Did she suffer a lot of Strokes?

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Why is Diulanna, the Patron of Will, only a Celestial after 4-5000 years of Immortal life? Everyone else from her age bracket is at least an Eternal, and Khoronus is a Hiearch!

The graduates of the BC 2000-1500 time period range from Hiearchs (Ilsundal) to Temporals (Yagrai). Why is Yagrai only a Temporal after several thousand years? Although I suppose the way his followers get constantly stomped is probably to blame. He probably suffers Minor strokes more frequently than rain. Still, you have a very wide range of achievement from this time period.

Someone PLEASE tell me why Bagni Gullymaw is two ranks higher than Wogar. Also, how did Atzanteotl become a Hiearch when everyone else in his age bracket is Celestial or less? His coup in taking control of the Schattenalfen and the Azcans?

Why is Koryis only a Temporal? Do his followers regularly decide he's a schmuck and abandon him? (I could see that) Despite being younger than him, every single Atruaghins Clan Immortal is more powerful than he is. Eiryndul is younger, but still twice his level. Is he just lazy? Then again, Palartarkan is also only a Temporal. So apparently, Alphatian immortals are lazy. Except for Alphatia, who is younger than Koryis, but higher in level.

How did Noumena make it to Hiearch so fast in comparison to everyone else from his age bracket? He really makes Koryis and Palartarkan look like total losers.

Why no immortals from AC 1-500? Were mortals just extra lazy? Some of the hard to place people may fall in this category, however.

Why did the Great One wait thousands of years to recruit other Dragon Immortals? Were there no good candidates? Or was there an earlier crop who died out somehow?

Did Liena's success on the path of the Dynast give Vanya the confidence to believe Thyatis could win the war with Alphatia in 1005-9, or at least was guaranteed to survive it? After all, she had to ensure it survived at least four generations to complete her Immortality Path.

How did Yav become a Celestial between 758 and 1000 AC when some immortals couldn't do it in several thousand years? He's the same rank as Calitha Starbrow, one of the first Elves ever! Perhaps he's just a hard worker, but still...

Imortals Sponsored:

HelMasauwu

Bagni Gullymaw

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IlsundalMealidenZirchev

IxionPatura Rathanos

EiryndulKythria

PflarrRazudTarastia

KhoronusKhoronus, possibly...gotta love those time paradoxesOrdana--possibly, or possibly not

Calitha StarbrowProtius

Al-KalimTaroyasVanya

Petra

KorotikuAsteriusDiulanna

KaraashTurmis

OdinFrey and FreyjaHalav Noumena

PalsonThor

RazudAlphatia

TerraDjaeaFaunusThe Great One

DiamondOpalPearl

Ka the Preserver

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AtruaghinAhmanni Turtlerider, somehow, despite belonging to

different spheres.Hatanni StormclawMahmatti Running Elk, somehow, despite belonging

to different spheres.Kagyar

Garal GlitterlodeThe Twelve Watchers

Lokena

ThanatosAlphaksAtzanteotl

Danel TigerstripesLokiOrcusRanivorusTalitha

Brissard

Immortals with no sponsor, but not agelessBenekanderRadRafiel

Immortals whose sponsor is unclearBartilzuthIlsundal--Ixion, maybe?JammudaruLienaMadaruaMinrothNyx--Sponsor has apparently vanished. Ordana--possibly Khoronus acting backwards through timeThe Shining One--Kaarash? Tahkati Stormtamer--Ixion?Terra--Doesn't know who her sponsor wasWogarYagrai Yav--Sponsored by Khoronus, maybe? Oddly, Champions of Mystara doesn't say who.

Thoughts on the Wrath of the Immortals Alliances:

Ring of Fire:

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All are Energy Immortals (Ixion, Valerias, Ilsundal, Alphatia) and have clear motives to oppose Rad. Mealiden, since he's Ilsundal's flunky, is effectively part of this also.

Fellowship of the Star:Easy to explain ones:

Rad and Rafiel stick together because they are both outside the traditional power structure. Rathanos (Energy) joins them because Rad's research may be useful for his efforts to create a race of immortal energy beings. Not that he actually DOES anything as far as I can tell, perhaps because most of his worshippers except the mostly useless Thothians are in the Hollow World. Apparently he doesn't care if the Nithians die when their sun goes out. Rathanos then calls on Eiryndul for help, since he sponsored Eiryndul. But why didn't he also call on Pflarr? (Probably because Pflarr lacks Outer World followers and thus would be of no use. And even if he did have Outer World followers, he still wouldn't be much use.) Eiryndul is likely even more willing to help because he can twit Ilsundal, and get even with Valerias for spurning him. On the other hand, his main followers are part of Alphatia, which will be destroyed if Rad wins.

Harder to Explain:Ka apparently joins them because he wants to preserve the unique Immortals. Apparently he's forgotten that the draining of magic will doom every unique culture in the Hollow World to DIE, DIE, DIE. His involvement makes no sense, other than perhaps a gut reaction from his own unique status, combined with a lack of foresight.Korotiku makes some sense...he is clearly trying to teach Ixion a lesson in not bullying people simply for not obeying him. Also, he supports Change and has no particular attachment to magic. At the same time, he keeps his involvement at the political level. His lack of concern for the fate of the Hollow World makes this hard to buy, though. Asterius--Asterius has no reason whatsoever to join the Fellowship except that his sponsor supports it. But on the other hand, he rejected technology in favor of magic long ago, and he has no reason to care about Rad's researches. Korotiku must have leaned on him pretty hard. Vanya--Unless she's acting as Khoronus' secret proxy or just can't resist a war with Alphatia, she has no real reason to get involved with this. In fact, she supposedly hates Rathanos, one of the first immortals to get involved with the Fellowship of the Star. Her involvement makes little sense. One could speculate that perhaps she wants magic to die out since her followers tend to be fighters and clerics? She likely underestimates Alphatia at first, since its ability at offense has tended to be low in recent centuries.

Miscellaneous (Aka...why didn't these immortals get involved?):Al-Kalim--Probably stays nuetral because he knows his own vulnerability as a novice. Has no particular love or hatred of magic, and no ties to anyone directly involved. Might realize with time that decline of magic means no prayer of making the Ylari desert bloom, however.

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Calitha Starbrow--Why isn't she worried about decline of magic killing off her Elven followers? Perhaps too aloof to have even realized the dispute exists (May have ignored the original trial because it was Energy vs. Energy immortals)Danel Tigerstripes--Why doesn't Atzanteotl get his little psycho-boy to help out? Djaea--Why doesn't she become further involved? She voted for Ixion in the Council of Mystara, and even (debatedly) bent the rules in his favor, yet she takes no further action. On other hand, what could Djaea do? She has no nations that follow her. Perhaps she and Khoronus mutually withdraw to avoid having to fight each other? Or perhaps she fears Immortal interference will lead to disaster and doesn't want to further that. Frey and Freyja--Followed Odin's lead and stayed nuetral? What about their likely to die Hollow World Worshippers?The Great One and his dragon flunky Immortals: No magic means dead dragons. Why don't they take action? My best guess is that they habitually ignore the other Immortals and don't realize what's going on at first. Perhaps they're busy spying on events in Krynn for their amusement or something... ("Okay, Diamond and Pearl, you can resolve your dispute by using these stupid mortals as proxies to fight it out. Yes, I know the decor of this fake hell is tacky, Pearl, but it's what they expect you to live in. Diamond, you really look stupid in that hat. Okay, okay, you can keep the hat. Now get to it.")Halav and Petra--Why aren't they concerned their Hollow World worshippers will die?Karaash--Has good reason to stay nuetral; could care less about magic, and in fact, probably thinks its loss will weaken the humans. Probably doesn't realize that the loss of magic would snuff the Hollow World sun and kill off his Krugel Horde followers. Khoronus--Khoronus votes for Rad, but then plays no further role. Why? Did he convince Vanya, who he sponsored, to join the Fellowship of the Star? Was she acting as his secret proxy? Khoronus came from a tech civilization (Blackmoor); perhaps he doesn't care if magic dies out, but doesn't want to openly espouse that either (to avoid a feud with his wife, who voted against Rad)Koryis--Not that Koryis' help is worth much, but he's a major Immortal of Alphatia; why doesn't he get involved?Liena--She's the Emperor of Thyatis' mother, but she doesn't do anything. Too busy in Norwold or just stupid? Oddly, her own existence guarantees that Thyatis will survive at least a few more generations or she couldn't have completed her Immortality quest. Masawu--Why doesn't Hel put him to work since he's her flunky? Noumena--Noumena is responsible for the Radiance sapping the world's magic in the first place; he's the one who discovered the Nucleus and reported it to the Hiearchs, who set it to sap the world's magic to prevent its abuse by the Sphere of Energy. Also, as a member of the Council of Intrusion, he has other duties. Nyx--Nyx wants to see the Hollow World sun go out. Why doesn't she support Rad? (Well, besides the fact that they would likely be wary of any aid from an entropic) Especially since it would let her mess with Ixion. Perhaps Nyx also fears the loss of magic would snuff out her undead races and can't make up her mind?Odin--Probably preoccupied with making sure the conflict doesn't destroy the Northern Reaches. Note that, like him, the three Northern Reaches nations remain

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nuetral, even Ostland, which had ties to Thyatis. And he has no particular love of magic. But why isn't he worried about his Hollow World followers dying out? Perhaps he was one of the hiearchs who altered the Nucleus in the first place?Ordana--The magical forest races are toast if magic dies. Why isn't she involved? Palartarkan--Why isn't he involved since Alphatia is in danger? Does he just not care? What about all his Neathar worshippers who will go 'poof' with no Hollow World sun? Pflarr--No magic equals his followers all die. And he's interested in the study of magic. Why doesn't he do anything? Possibly because he's a loser and his followers are almost all in the Hollow World and can't do anything. Protius--Has no reason to get involved, since he typically doesn't really care about his worshippers anyway or magic. His lack of action makes sense. Razud--Why isn't he helping Alphatia and trying to protect his Sphere's area of influence in Mystara? Perhaps he thinks the Alphatians aren't self-sufficient enough? Tarastia--One origin of her makes her a former empress of Thyatis...if so, why isn't she involved? If the Jennite origin is true, why isn't she involved to fight against having her Jennite Hollow World followers being snuffed out? Terra--Apparently uninvolved, but she is one of the Ethengar Immortals as Yamurga; did she help motivate them to attack Heldaan? Possibly too busy with some experiment to notice the war even happened. Perhaps she was one of the hiearchs who altered the Nucleus in the first place?Thor--Too distracted by the affairs of his worshippers to notice? Too stupid to realize his own Sphere is in danger? Doesn't realize his Antalian worshippers in the Hollow World will be snuffed if Rad's researches continue and drain away all the magic?Zirchev--Once again, seems blissfully unconcerned that the Hollow World sun will go out, killing many of his followers.

Making Sense of it all:One has to assume that no one anticipated the Hollow World sun being

snuffed if magic declined. The nuetrality of many immortals becomes much more comprehensible if their followers aren't in danger. The Traldaran, Atruaghin Clans, and Northern Reaches Immortals have no commitment to magic, but if their followers were in danger of dying out in the Hollow World, then they'd throw a fit. (Although only Atruaghin out of all of the AC Immortals would care about the Hollow World.) Perhaps they assumed that Immortal level magic would not be effected by such a decline. They certainly must not have anticipated that the loss of magic would, in fact, cut them off from their own followers, even if those followers were in no danger of dying out.

The nuetrality of some Hiearchs could also be explained by the fact that the magic-draining power of the Nucleus was installed in it by a council of Hiearchs. Some of the nuetral ones may be the very folk who made sure the Nucleus would do that. They also might be loathe to intervene in what is ultimately a civil war within the Sphere of Energy.

The failure of the other Alphatian Immortals to act is inexplicable to me. What Palartarkan, Koryis, and Razud are thinking is beyond me, although it's

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possible that Koryis spent the entire war trying futilely to work out some sort of peace treaty. It would fit his personality.

The Dragon Immortals ought to be going after Rad to eat his brain, since his experiments will lead to their own kind dying out. The only real explanation is that they must be distracted by events elsewhere; perhaps some threat to dragonkind is taking place elsewhere that has them more directly focused on that. (Maybe they are busy meddling in Krynn. :))

Anyone who supports magical races (Ordana, Faunus, Zirchev, Calitha, Pflarr, Ka) ought to be trying to crush Rad's alliance, since his victory means those races will die.

Wrath of the Immortals 2.0:The following is an effort to sketch out what I think the most logical sequence of events following on the canonical Ixion/Rad quarrel would be:

Basic Assumptions:1. Most Immortals do not realize that the continued use of the Radiance from the Nucleus of the Spheres will eventually destroy their own power in Mystara and even cancel out Immortal Level magics. Thus, they do not see the Hollow World as innately threatened by Rad's experiments, and decisions as to who to support will not be made on this basis. If they did realize Immortal level magic could be effected by the Nucleus, even the Entropics probably would have joined forces with the others to rip Rad into bite sized chunks and get rid of the Nucleus. After all, the change to the Nucleus had been intended to limit its use, not to strip all Immortals of their power over Mystara. 2. Many Immortals are not necessarily bothered by magic being wiped out; after all, why would a council of Hiearchs have altered the device to drain magic in the first place if such a state of affairs really concerned them? Thus, only those Immortals with a direct stake in mortal magic or magical races will automatically be bothered by this. 3. Many Immortals percieve the struggle as an internal civil war between factions in the Sphere of Energy, and thus don't want to become involved in it if they are from a different sphere.4. If magic dies, the path of the Paragon becomes impossible, which would cut off the flow of new Immortals of Energy. This tends to push any Energy Immortal who doesn't have hopes of finding other paths to Immortality in Energy towards Ixion's camp.5. No other path requires the existance of mortal-level magic (even the Epic Hero's legendary weapon could be theoretically mundane as long as it is used in glorious things). This gives other Immortals more reason to stay nuetral, as the outcome of the struggle is no skin off their back.6. However, Immortals of Time seek to promote change, and Immortals of Thought seek to understand everything; this gives them a potential reason to support Rad's experiments, so long as they have no personal commitment to mortal-level magic. 7. Matter, on the other hand, seeks to prevent change; this might give some incentive to Matter Immortals to join Ixion in preventing a change on the scale of the Death of Magic.

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8. And finally, Entropy, because of assumption 1, has no reason to do anything but create as much havoc as possible.

How this plays out:

Every immortal of Energy has to take sides in this struggle. Alphatia, Ilsundal, Mealiden, Palartarkan, Razud (to protect Alphatia), Tarastia (because she sees the potential for Rad's experiments to exterminate the magical races as unjust), and Zirchev (to protect the magical forest creatures from destruction) join Ixion. Thor hesitates because his real loyalty is to Odin, not his sponsor Ixion, and unlike most Immortals of Energy, he was never a mage and has no real interest in magic. He remains nuetral and is shunned by both sides, who find his nuetrality to be a betrayal of the Sphere itself. Rad is joined by Rafiel, Rathanos (who finds his researches intriguing and a potential road to the achievement of his own goals), Pflarr (who cares nothing for his own followers, but is loyal to Rathanos), Eiryndul (who is chivvied into this by his old sponsor Rathanos, but is somewhat uncomfortable because he worries about the fate of the Elves in a magicless world, if such comes to pass. Mostly he sticks around at first because Korotiku, who he respects, also supports Rad at first), and Kythria, who joins to spite Valerias, who was her first sponsor but rejected her.

The Atruaghin Clans immortals have no particular love of magic, and thus declare their nuetrality. Zirchev is unable to convince Halav and Petra to join him, and they remain nuetral, preoccupied with other affairs. The Northern Reaches Immortals (Odin, Forsetta, Frey and Freyja [and Thor, see note above]) remain nuetral, as they have other things on their mind.

The Dragon Rulers (The Great One, Diamond, Opal, and Pearl) join Ixion because they fear for the survival of the dragons if magic is removed from the world by Rad's experiments.

The Humanoid Immortals (Bartilzuth, the Shining One, Wogar) all throw in with Rad because they want magic to be destroyed, figuring this would strengthen the position of their own races, who are usually bad at magic.

Djaea and Khoronus, divided as to who to support, decide to remain nuetral to avoid having to fight each other. They take action to protect their worshippers, but that is all.

Khoronus' neutrality means that the members of the Sphere of Time are free to take their own position with regard to the war. Calitha and Ordana throw in with Ixion for fear that the Elves will perish in a world without magic. Al-Kalim, Petra, and Protius all remain nuetral because they have no interest one way or another. Vanya throws in with Rad because she has no interest in the preservation of magic, and in fact believes that if Rad wins, his experiments will ultimately destroy Alphatia, throwing the way open for her Heldanner and Thyatian followers to come to dominate the Known World. She can swallow her disgust with Rathanos for this.

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Terra, head Hiearch of Matter, also declares nuetrality, as she has other things to worry about than an internal dispute in another sphere. Kagyar also has other things to worry about and has no love for magic. Valerias throws in with Ixion because he is her lover, and Faunus, for whatever he is worth, eventually throws in with him to protect the Forest Races. Ka waffles, acknowledging the danger to the magical races, but also wanting to prevent a war of the Immortals which would cause even more damage than a simple decline of magic. The magical races could be saved by moving them to other worlds and planes, but nothing will bring back the dead of such a war. Ka works in Pandius to try to find a peaceful solution, teaming up with Koryis, who also opposes war.

With Odin nuetral, the Immortals of Thought are left to find their own way. Because he supports change, has an affection for the underdog, and because he has no philosophical attachment to magic, Korotiku supports Rad. Karaash joins Rad as well, hoping to see magic perish, which would make life easier for his humanoid followers. Diulanna remains nuetral, torn between her hatred of Rathanos and her admiration for Korotiku. Noumena has no taste for war, and is preoccupied with his duties on the Council of Intrusion; he remains nuetral. He does, however, begin to independently study what effects the draining of magic from Mystara might have, as the puzzle intrigues him. Koryis joins Ka in trying to bring about peace. Asterius hesitantly joins Rad's faction, since he is friends with both Ixion and Korotiku, but Korotiku was his sponsor. Like Eiryndul, his loyalty to the cause is fairly shaky. Still, his followers are largely thieves and merchants, and thus he has no vested interest in magic at the present despite his past interest in it.

Hel remains officially nuetral, but unofficially organizes a group of Immortals to try to drag out the conflict. Her past failure to sponsor many immortals comes back to bite her. Masauwu and his protege, Bagni Gullymaw, join her, although Bagni's role in all this is to be a fall guy. Alphaks joins her, although his real interest is getting her help in destroying Alphatia. Atzanteotl joins her with his protege, Danel Tigerstripes, also in the hopes of influencing things to fulfil his own agendas. The same can be said of Loki. Thanatos remains aloof, along with several of his own ex-students--Demogorgon, Orcus, and Talitha. Nyx begins to worry over whether Rad's experiments would lead to the destruction of Undead in Mystara, and begins conducting experiments to determine if this would be the case. Jammudaru, Yagrai, and Ranivorus try to join Rad, are rejected because they're Entropics, but support him anyway because they want to see magic wiped out so their humanoid followers can flourish.

The body count racks up as follows:Ring of Fire (Anti-Radiance, Pro-Magic, Supports Ixion)Ixion, Alphatia, Ilsundal, Mealiden, Palartarkan, Razud, Tarastia, Zirchev, The Dragon Rulers (The Great One, Diamond, Opal, and Pearl), Calitha, Ordana, Valerias, Faunus

Nuetrals:Atruaghin Clans Immortals (Atruaghin and company)Northern Reaches Immortals (Odin, Thor, Frey and Freyja, Forsetti)

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Traldar Immortals (Chardastes, Halav and Petra)Others: Djaea and Khoronus, Al-Kalim, Protius, Terra, Kagyar, Noumena, Diulanna, Taroyas, Minroth, YavEntropic Nuetrals: Nyx, Thanatos, Brissard, Demogorgon, Orcus, and Talitha

Peacemakers:Ka and Koryis

Brotherhood of the Star (Pro-Rad, Anti-Authority, Anti-Alphatia, or Anti-Magic):Firm Members: Rad, Rafiel, Rathanos, Pflarr, Korotiku, Turmis, Kythria, Vanya, Karaash, Bartilzuth, the Shining One, WogarHesitant Members: Asterius, EiryndulUnofficial and Unwanted Members: Jammudaru, Ranivorus, Yagrai

Brotherhood of the Shadow (Hel's Hell-Raisers)Hel, Masauwu, Bagni Gullymaw, Alphaks, Atzanteotl, Danel Tigerstripes, Loki

Politically, the sides can deploy the following nations: Ring of Fire: Alphatia, Alfheim, various Elven clans and forest creatures (The elves of Minrothad are originally unable to motivate it to take sides at first, much frustrating Calitha and Ordana), every dragon with any religious tendencies--lawful, nuetral, AND Chaotic ones, which frightens observers, Ethengar (motivated by Ixion in his aspect as Yamurga, playing on their desire to invade Heldan), Sind

Brotherhood of the Star: Glantri, Heldan Freeholds, Humanoids all over the place, Shadow Elves, Thyatian Empire

Brotherhood of the Shadow: Hule, Tiger Clan of the Atruaghin Clans, Azcans and Schattenelfen (Not that either Hollow World nation is likely to be too much help), Alphaks' tiny island nation off Alphatia, Hel's worshippers in Hule and the Northern Reaches, Boldavian vampires

The Course of Events:

Spring 1001 AC: Dragons on the Move

Across the Known World, dragons seem to be on the move. The strangest aspect, however, is that Lawful, Nuetral, and Chaotic dragons have all been seen travelling together. So far as anyone can tell, the movement seems to be taking them into the largely uninhabited Thanegioth Archipelago. No one is quite crazy enough to try to get closer.

Unbeknownst to non-Dragons, the Draconic priests have called a great convocation of the worshippers of the four Draconic Immortals on the Isle of Dread. Eighty dragons attend. (They avoid starving to death through their priestly capabilities.) This meeting drags on for the rest of the year as a wide variety of means of dealing with the problem are proposed, as well as the issue of how to motivate other dragons to join the jyhad.

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What This Means: The Draconic Immortals are gathering their forces and preparing to take action to deal with Rad and his alliance. Getting their followers to cooperate, even the devoutly priestly ones isn't going to be easy, though. Dragons are natural egotists, and getting Lawful and Chaotic dragons to cooperate will take a miracle.

What the PCs can do:If they stumble into the middle of this, they are likely going to be in trouble. The Chaotics will just kill human intruders, while the Lawful and Nuetral ones will take them prisoner. Sympathetic Pcs might be recruited to the Draconic cause. Pcs whos players have read the Dragonlance books will likely just drop dead from shock and anticipation. :)

Summer 1001 AC: Tarastia Choses an Avenger

Tarastia appears to Queen Truisa and King Tiolathar of the Truilin Jen in the Hollow World and announces she has chosen them to act as her Avengers and lead the Jennite nation to destroy the Nithians. They must first find Tarastia's Bow, which will prove they have been chosen. Then they must unite the tribes and level every city in Nithia, in order to break the evil magics the Nithians used to turn their land to desert in order to steal it from the Jennites. They especially must slay the priests of the evil Rathanos, who called down the sun to burn the lands of the Nithians and reclaim all the stolen Jennite gold under the pyramids, and Pflarr, who creates evil monsters like himself to plague them.

What this means:Once Truisa and Tiolathar finish their quest, one of the mightiest wars in the history of the Hollow World will be unleashed. Tarastia knows she can't actually destroy Nithia, thanks to the Spell of Preservation, but she doesn't have to. An invasion on this scale will force Rathanos to turn his attention away from the surface world in order to prevent himself suffering the loss of his main surviving group of followers. And that's her goal, as well as to help her Jennite followers finally get even for all the raids and invasions the Nithians have unleashed on them over the years.

What the PCs can do:Jennite PCs might aid them in their quest, or if they lead a tribe, they might even be chosen as her Avengers to find the Bow and lead the tribes to glory.

Summer 1001 AC: The Church of Immortology

An Alphatian scholar, Elros the Balding, has been studying the secrets of the Immortals for over a hundred years. He briefly sought to follow the Path of the Paragon, then realized he really didn't like the idea of risking his life in all those duels. Instead, he hit the books, trying to find another way that wouldn't be quite so dangerous.

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Buried deep in a library in Sundsvall, he found an ancient tome written by Alphatian scholars before the destruction of Old Alphatia, the Book of Immortology, a series of mental exercises whose mastery would enable one to achieve immortality. They were extremely complex, but his mind had always been far keener than his courage, and with great effort, he completed them.

His higher self then appeared to him, explaining that was just the first step on the road to Immortality. He had now gained eternal youth, but in order to continue, he would have to build up a following of believers whose combined energy would enable him to unlock the next set of puzzles. He then handed the second book of tests and disappeared.

Elros found his body had indeed returned to youth, and now he could draw upon powers he had not formerly possessed (he was effectively now a cleric of his higher self as well as a mage, much to his surprise) and so he set out to spread the word of the Church of Immortology. The Church teaches that by following the exercises it teaches and rising through the ranks of enlightenment, one can achieve Immortality. The proven powers of the leaders of the new church, and their return to youth, brings many followers into the church who seek immortality.

What This Means:Eiryndul is amusing himself, creating a diversion, and influencing Alphatians to have something else on their minds than war with Glantri or Thyatis with this little trick. He has used Bestow and Transform on Elros to return his youth to him and to turn him into an Elf who looks like a human. While this does cost permanent PP, he correctly gambled it would be worth it. While the Alphatians are normally not enthused about the Immortals, this new church appeals both to their intellect and to their desire to be immortal themselves.

For the moment, he leaves the Church to grow, only intervening so far as to grant spells to those who complete the first set of tests, and working out more levels of tests for future use.

What the Pcs can do:Pcs seeking immortality might be suckered into joining the Church of Immortology; others might be hired by the friends and family of one of its members to try to get them out. At this stage, the Church is quite tiny; later on, it becomes a large and powerful organization.

Details of the Church will be found in an appendix to this.

Fall 1001 AC: The Rise of the Prophets of C'kag

Bagni Gulleymaw decides to build up a great troll empire which can act as his tools in the upcoming war. He creates a Mortal Identity as a troll and attempts to preach to the trolls of C'Kag. Unfortunately, they are too stupid to quite get the concept of

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religion. They respond in the usual troll fashion when someone gets too annoying: they eat him.

Bagni's first impulse is to come back and destroy them all, but while he is recuperating, his sponsor Masauwu comes to see him and offers to help him get started. Bagni creates another trollish Mortal Identity, and Masauwu uses Bestow to make it invulnerable to fire. This gets their attention. He soon is able to select several priests, and sets the trolls off to conquer Xorg. Masauwu uses a mortal identity as a powerful theif to assassinate the major orcish leaders, and Xorg soon falls to Bagni.

Masauwu congratulates him, tells him he can repay the debt later, and departs to go about other business. Snow prevents further advance as winter sets in. Bagni puts the three Prophets in charge and leaves to go see about organizing the trolls of Vestland.

What this means: Not much yet, but it stirs worry in Darokin, which sends spies to investigate the 'Prophets'.

What the PCs can do:PC Trolls can become priests of Bagni Gulleymaw and help lead his holy crusade. PC Orcs can cower in fear. Other PCs may be surprised to encounter spell-casting Troll clerics.

Spring 1002 AC: Great Reckoning Begins in Darokin

Every five years, everyone in Darokin's wealth is assessed for tax purposes. This is known as the 'Great Reckoning'. The process takes a goodly six months, at the end of which everyone old enough to vote or hold office is reclassified as to which elections they can vote in and what offices they can hold, according to their current wealth. As usual, everyone begins bustling about, trying to make their assets look just barely large enough to keep them in their current voting bracket or to just squeak into a higher one.

What this means:Darokinian merchants bustle about like maniacs, trying to either qualify for a higher voting/office-holding bracket or to avoid looking too wealthy for tax assessment purposes. It's a great time for those wishing to commit financial scams, then run for their lives.

What the PCs can do:While Darokinians are fairly good about not cheating on their taxes (bending the laws into pretzels and doing ludicrous things to reduce their financial worth for tax assessment purposes--yes, actually lying about their wealth--no), there are still some who cheat in various ways. The DRS can always use special agents to root out tax fraud.

Spring 1002 AC: The Draconic Alliance is sealed

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The Lawful and Nuetral dragon priests form an alliance to deal with Rad. The Chaotics become impatient and decide to simply deal with Rad by levelling Glantri despite warnings that this is easier said than done, even for dragons. The Draconic War Council is formed, consisting of four priests of Diamond, four of Opal, and four of The Great One. The council lays plans to form a draconic army, and several priests of Diamond go forth in human or demi-human form to try to form alliances with other potentially interested parties.

Meanwhile, some of Pearl's priests go off to raise forces of dragons, while the rest simply head for Glantri by the most direct route, planning to simply raze the entire country to the ground. If questioned, even they wouldn't be quite sure how it will stop Rad, or exactly what Rad is doing other than that it is bad for Dragons and they don't like humans anyway.

What this means:Pearl and Diamond just can't get along, so Pearl instructs her priests to raise dragon armies and level Glantri, then retires to her planar lair in a snit. The Great One is too busy reassuring other Immortals that her followers are not going to destroy everything in sight or conquer the Known World to be able to do much about Pearl, yet.

What the PCs can do: Pcs aren't likely to be directly involved yet, although ocean going PCs could get early warning of the trouble to come. DMs with Council of Wyrms and no idea what to do with it might find some useful ideas to adapt here.

Spring 1002 AC: Grukk-Thar Alliance

The orcs of Grukk, under heavy pressure from the troll/orc armies of C'kag, swear fealty to King Thar in return for the promise of help from him. Soon, Thar's Legion and other humanoid hordes are on the march. This turn of events remains largely unknown to other lands, although spring caravaneers soon realize the Broken Lands is strangely safe for travellers this year.

What this means: Karaash and the other humanoid immortals have decided it's time to unite the humanoids of the area in order to have an effective fighting force to use in the war of Immortals they know is coming. They have pushed their followers into motion.

What the PCs can do:Human PCs could be sent to investigate to determine where all the Broken Land humanoids have gone, and if they're coming back. Humanoid PCs have the chance to join up with Thar and be part of the winning team for once.

Summer 1002 AC: The Summer of Dragons

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Black dragon priests of Pearl bully and persuade the Black dragons of the Malpheggi to join their crusade, then erupt out of the Malpheggi Swamp across Darokin. Using their waterbreathing, they move up the rivers of Darokin virtually unseen, although their passage disrupts river traffic and spawns wild rumors.

The rest (Red, Amber, and Green) sweep across western Karameikos, spreading fear there and inflicting some damage. They recruit Greens from the forest and Reds from the mountains, then quite visibly erupt across Darokin, causing the greatest panic in Darokinian history.

Fortunately for Darokin, they're just on the way through. Several skirmishes with the Darokinian army turn into disaster for Darokin regardless. They fly over the Broken Lands and erupt into Glantri, fanning out into small bands which completely ruin the fields and sack many small villages.

Gradually, Glantri gets the dragons under control as Prince Jaggar leads elite forces which successfully pick off the small groups. Prince Jherek gains reknown for his defeat of a Great Wyrm.

A great victory celebration is held in Glantri City, with all the Princes attending. Jaggar and Jherek are carried about by a parade. Everyone drinks until they can't stand up.

That night, the Black Dragons erupt out of the canals. Led by a particularly cunning Black named Pitch, they sack the Great School of Magic, slay and eat the Princes of Bergdhoven and Belcadiz, then are driven off with heavy losses on both sides. The fallen prince and princess are revived, thanks to the Clone spell, although they are both out of action until early the next year while the clones grow. The surviving Blacks flee back to the Malpheggi.

What this means: Glantri has been badly hurt, but will rebuild and survive. Jherek and Jaggar gain much prestige. Vanserie and Carnelia both lose two levels of experience because they haven't updated their clone samples recently enough. Rad realizes the Draconic Immortals have already started measures against him.

What the PCs can do:It's not called Dungeons and Dragons for nothing. :) Depending on the level of the PCs, they could do anything from trying to subdue an escaped hatchling to one on one combat with the leaders of the draconic attack. This is their chance to impress the leaders of Glantri with their abilities. If they manage to prevent the death of Vanserie or Carnelia, they'll make a friend for life, even if they were formerly a hated enemy. Truly nasty PCs could find Vanserie and Carnelia's stored clone samples during the chaos and kill them permanently (Well, assuming they can also find a way to prevent them being Wished back to life, such as a preemptive Wish to prevent such action).

Summer 1002: The Battles of C'Kag

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Thar's combined forces do battle with the orcs and trolls of C'kag, crushing them, then pelting the trolls with flaming pitch from their war machines. Shattered by the attack, the surviving trolls retreat into their fortress, believing it capable of resisting any attack. The surviving orcs submit to Thar. Thar's forces settle down to beseige C'kag.

Late in the summer, as Thar is having difficulties holding his forces together through the boring siege, Uruk Vaash, the self-proclaimed Herald of Karaash (actually Prince Jaggar of Glantri in disguise), appears and shows Thar a secret tunnel entrance into the fortress (dug by Jaggar himself with the help of magic). Then a giant two-headed troll appears from nowhere and challenges Uruk Vaash to a battle to prove who is the true Herald of Karaash. Uruk kills him with a Crushing Hand spell.

Thar's forces storm into the tunnel and overrun the fortress in a bloody battle. Some of the trolls escape through a pre-extant natural tunnel network, but most are slaughtered. Once the battle is over, Uruk gives Thar a map showing how the tunnel complex leads to various points in Rockhome and vanishes.

Two days later, while Thar is making plans to move against Xorg, another giant two-headed troll appears and tries to kill Thar in an incoherent rage. While it successfully devours his left arm, he manages to Charm it with his Nosferatu powers. His new best buddy soon reveals he is a Mortal Identity of Bagni Gulleymaw. For now, Thar keeps him as a pet and tries to figure out what to do with him.

What this means: Thar's victory has Bagni Gulleymaw greatly worried, as he had not expected Thar to be so successful. When the 'Herald of Karaash' appears, he concludes that the Herald must actually be Karaash in a mortal form, so he creates a powerful Mortal Identity for himself and challenges the Herald to a duel, knowing that Karaash will be banished for 48 hours if it is him. Then he can easily deal with Thar (or so he thinks). Once Thar dies, the hordes will break up.

Being slain by Uruk Vaash both confirms his suspicion and sends him into a rage. As soon as he can, he spies on Thar. Discovering Thar is alone, he tries to kill him. Unfortunately, in Mortal Form, he is no longer invulnerable to mortal-level magic.

Karaash, who has been monitoring Thar's progress, tracks the 'Herald of Karaash' to his home and learns his true identity, then tries to decide what to do about it.

The surviving trolls flee towards Rockhome, and ultimately towards Trollheim.

What the PCs can do:Human PCs caught in the middle of this by themselves will probably die horribly at the hands of one army or the other. Humanoid PCs get to vent their aggression in a

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war they can actually win. Shamans of Karaash might get recruited by their Immortal to track down 'the Herald of Karaash' and learn who he really is.

Summer 1002: Skirmishing on the Isle of Dawn

A series of border skirmishes erupt along the border between the Grand Duchy of Westrourke and the Confederacy of Dunadale. They are blamed on local cross-border feuds by both sides.

What this means:Egged on by priests of Vanya, the Grand Duke is beginning to dream of taking control of Helskir and the Confederacy of Dunadale, which would put him in a position to dominate the Isle of Dawn, and perhaps even gain the effective independence that Stefan Karameikos has achieved in his Grand Duchy. The skirmishes are the result of his desire to test the strength of Dunadale's forces.

What the PCs can do:PCs with dominions in the area, or who are wandering mercenaries, may be involved in the skirmishes. Others might just be passing through and have the misfortune to get trapped in the middle of one.

Fall 1002: The Dragon Bounty

The Princes of Glantri retaliate by declaring Dragons illegal in Glantri unless owned by a noble. They offer a large reward for every dragon head brought to them. Adventurers begin to swarm over the mountains of Glantri, cleaning out its surviving dragons.

What this means: This is Rad's counterstroke to the attack by Pearl's followers.

What the PCs can do:They can make a lot of money hunting Dragons. Any PCs unlucky enough to have a somehow tamed dragon or a dragon friend may find themselves hounded by people seeking the bounty. PCs working for the Glantrian government could discover a group pulling a scam by polymorphing bugs into dragons, then killing them. Especially if the scam gets out of hand and the bug wins and destroys the town where they're doing it.

Fall 1002 AC: The Great Reckoning Concludes

Dragon-inflicted damage reduced many people's Total Worth during the summer, in some cases to the point where they actually dropped down a voting bracket. In general though, the economic growth of the last five years has been enough that tax revenues don't plummet.

Toney House and Umbarth House both rose one step to everyone's surprise due to much higher than usual profits, thanks to the virtual absence of humanoid attacks

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during the Broken Lands this year. Corun house was devastated by the dragon attacks due to them passing right through Corunglain and damaging it, as well as disrupting internal trade. Pennydown took a beating for similar reasons. This leaves the new ranking of the Great Houses as follows:1. Mauntea (no change)2. Linton (no change)3. Hallonica (no change)4. Umbarth (from sixth)5. Corun (from fourth)6. Pennydown (from fifth)7. Al-Azrad (no change)8. Toney (from ninth)9. Franich (from eighth; decline is result of being passed by Toney, rather than of its financial position actually worsening)

What this means:Since the next election won't come for five years, this is mostly important for bragging rights. Anyone who immigrates to Darokin after this time will pay no taxes for the next five years; given the chaos about to break out, this will encourage many refugees in the years to come.

What the PCs can do:They can pay their Increase in Total Worth Tax, which is now due.

Winter 1002-3: Jaggar vs. Karaash

This is not a publically known event. Karaash, after much study, determines that Jaggar is his kind of magic user. He manifests to Jaggar and claims to be Lord Alexander Glantri, the founder of the nation, now an Immortal. He congratulates Jaggar on his deception of the orcs, and warns him of the soon to come invasion of Glantri by Ethengar. He offers to sponsor him along the Path of the Paragon. Jaggar, being no fool, demands proof.

Karaash laughs and assumes a more honest form. He then tells Jaggar that he is still willing to sponsor him, and that Jaggar must choose now whether they will be enemies or friends, for he can forgive a friend for posing as his herald, but not an enemy. And the wrath of an immortal is a terrible thing.

Once reassured that Karaash doesn't expect him to go live with the orcs, Jaggar chooses to accept the offer for now, telling himself it may prove useful and that he is in no position to fight a personal war with an Immortal.

What this means:Karaash has positioned himself to have a pawn within the ranks of Glantri. If Jaggar serves him, well and good. If Jaggar betrays him, he plans to reveal Jaggar's acceptance of the deal to the rest of the Council of Princes, who he expects would likely have Jaggar's head for making such a deal.

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What the PCs can do:Unless they work for Jaggar or Karaash, or have just really bad timing, they're unlikely to learn of this. If they do learn, Jaggar will do his level best to insure they tell no one, which could quite easily involve hunting them down, killing them, and Wishing their souls into a jar so they can't be raised.

Spring 1003: Ostland/Westrourke Alliance

King Hord of Ostland and the Grand Duke of Westrourke meet and work out an alliance, making plans for the conquest of Helskir and Dunadale.

What this means:No Immortal tamperings here, just the machinations of two conquest-minded mortals. Hord has already planted some colonies along the Shadow Coast of the Isle of Dawn, and now, as he's getting older, he feels like fighting one more bloody war before he gets too old to fight at all. Queen Yrsa backs him up on this, as it fits with her plans of building ties between Ostland and more civilized nations.

What the PCs can do:PCs are unlikely to be involved, except perhaps as spies or if they hold dominions under one of the two rulers involved.

Spring 1003: The Dragon King and Queen of Ierendi

To the abject shock of the people of Ierendi, twenty dragons arrive to compete in the Tournament of Adventurers. Despite fear provoked by the Summer of Dragons of the previous year, the Ierendi Courts rule they can validly compete. Tyr the Gold and Yuil the Jade win and become King and Queen of Ierendi. Yuil's charm and generosity soon win the hearts of the Ierendi people, much to the surprise of all involved, especially after she publically endorses the People's Temple and begins attending its services. King Tyr goes to work trying to root out the corruption in the Ierendi police force and trying to cut down on pirate attacks on Ierendi vessels, with the help of his four 'Ministers Without Portfolio'--four Lawful dragons.

What this means: Yuil and Tyr are members of the Draconic Alliance Council, and at Yuil's suggestion have used the tournament to get access to the resources of a human nation. Their peaceful behavior helps to soothe the nerves of Known Worlders about the previous years' events and reassures the other Immortals for the most part, although a few suspicious ones set people looking for draconic infiltrators among their followers.

What the PCs can do:This event is 'easily' derailable by the PCs. All they have to do is to outperform two incredibly powerful and ancient dragon-clerics. If they and their associates lose the tournament, they will gracefully withdraw until next year, when they will try again. PCs might also be hired by the now deposed King and Queen of Ierendi,

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who suspect the dragons are up to no good. Any Ylari PCs might be roped into an investigation by Yavi, the local head of the Church of the Eternal Truth.

Summer 1003: Thar Creates Training Camps

King Thar sets up several training camps and begins building more war machines and training the orcs of Orcland up to his standards. This creates a lot of grumbling, as the orcs of Orcland aren't too fond of this 'discipline' thing. The other humanoids of the Broken Lands return home to raid caravans and wait for another war.

What this means:For the moment, the humanoids of the area are no serious threat to anyone. However, the Rockhome Dwarves and the Alfheim Elves take notice and begin trying to decide what to do about this.

What the PCs can do:PCs may be hired by Rockhome, Alfheim, or Darokin to investigate and see what is going on.

Summer 1003: The Great Khan Recieves Unusual Recruits

The Gostai Goblins and the Hooplak Hobgoblins submit to the Great Khan to save themselves from destruction. He adds their warriors to the Keshak, and shelters their women and children within the Murkit lands, to the unexpressed displeasure of the Murkits themselves.

What this means:The Great Khan recognizes cannon fodder when he sees it. The Gostai and Hooplak recognize their last chance at survival when they see it.

What the PCs can do:Not an event that calls for much PC involvement, although Ethengar PCs could become involved in the negotiations which lead up to this point.

Summer 1003: Debate in Wyrmsteeth

Draconic priests of Pearl contact the king of the Wyrmsteeth Dragons, and try to convince him that Glantri is a threat to all dragons. He demands more evidence than they currently have, but they talk him into sending emissaries with them to collect the evidence. For the next year, the group flies to Glantri and search for evidence.

What this means:The King of Wyrmsteeth has 1000 dragons at his command. If he can be convinced to join the crusade, then Glantri could have a serious problem on its hands.

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What the PCs can do:PC spies for Norwold may learn of this development. If they can get out alive, King Ericall of Norwold will be quite interested in learning about this event.

Summer 1003: More skirmishes on the Isle of Dawn

There is a lot of skirmishes all along the island, apparently spontaneous. None of it comes to anything, but many people begin to mutter about raids by the treacherous [whoever they are not].

What this means: Most of the skirmishes are spontaneous, influenced by the meddling of Immortals on both sides, but largely simply the result of slowly mounting tensions between the two empires.

What the PCs can do:PCs could easily be drawn into the fighting for a variety of reasons.

Summer 1003: Bargle's Plan

During the summer, Karameikos is in a state of nervous tension because everyone is afraid of another draconic incursion. The Black Eagle Baron and Bargle decide to exploit this. Bargle buys some dogs, uses Charm Monster on all of them, then uses Polymorph Other to turn them all into various kinds of dragons. He then stages a fake attack on Fort Doom, in which he 'drives off' the dragons, who then fly to Luln and level it. The Black Eagle's forces move into Luln and occupy it 'to restore order'. He then sends the dragons to rampage across the Shires and Central Karameikos.

The Shirefolk lose several towns and many citizens to the dragons before they are put down. The dead dragons turn back into dogs, and the Shirefolk correctly conclude evil wizards are to blame, although they don't blame Bargle because Fort Doom was attacked first. Unfortunately for Bargle, one of the Dragons attacks Threshold and is turned back into a dog by a Dispel Magic. Captured alive, they are able to interrogate it with Speak with Animals and learn it thinks Bargle is its best buddy.

Patriarch Jowett prepares to go to Duke Stefan with the evidence.

What this means:Bargle is about to be in serious trouble.

What the PCs can do:This gives more chances for dragon fighting, as well as for PCs resident in Luln to get to try to organize resistance to the Black Eagle's incursion in the wake of the dragon attack.

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Summer 1003: Fall of Helskir

King Zaar of Helskir has been expecting an attack for the last few years, ever since he declared his nation's independence from both Thyatis and Alphatia. When an army marches on his city from the Grand Duchy of Westrourke, he is not surprised. His forces move out and after a fierce battle, manage to repel the invaders with heavy losses. This surprises Zaar, as he expected a larger army from Westrourke.

He soon discovers the reason for this; this attack was merely a diversion. While the bulk of the army is gone, reavers from Ostland descend upon Helskir and with the help of a bribed traitor who opens the gates, capture and occupy it.

Zaar's remaining forces attempt to gain asylum in the Confederacy of Dunadale, only to be informed that his rebellion against his rightful liege, King Ericall, makes that impossible. He is forced to flee into the swamps where neither side can take effective action against him.

The Ostlanders enslave the surviving inhabitants and level most of the city, rebuilding it in their traditional style. The southern half of Helskir's territories are ceded to Westrourke.

What this means:King Hord feels young again, and this success cements his alliance with Westrourke. The two rulers meet and plan action against Dunadale next year. Because of Zaar's state of rebellion against his legal overlord (King Ericall of Norwold), there is no one to protest this conquest. At home in Ostland, Queen Yrsa, who advocated this alliance, grows in political strength. Asgrim the Bowed grumbles, but can do nothing.

What the PCs can do:Ostlander PCs can rampage and sack a major foreign city, thus proving the superiority of their way of life to themselves. Helskir PCs can run for their lives. Mercenaries can become involved on either side.

Fall 1003: The Trial of Bargle

Duke Stefan summons Bargle before the High Court of Karameikos to face charges of Treason and Murder. He also orders the Black Eagle to withdraw from Luln. The Black Eagle does so, and to everyone's surprise, hands Bargle over for trial.

During the trial, Bargle tries to Magic Jar the Duke, but fails. In the resulting melee, Bargle is slain and the Duke is badly injured. Again to the surprise of all involved, the Black Eagle Baron helps defend the Duke against Bargle's attack. He then departs and returns to the Black Eagle Barony after hiring Anton Karamakov, one of the leading students at the School of Magic in Specularum as his new Court Sorceror.

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What this means:Bargle is not dead. He successfully switched minds with Anton using a spell of his own devising before the trial, then used other magic to compel Anton (in Bargle's body) to use a prepared receptacle and a scroll with the spell Magic Jar in the scheme to try to provoke a fight in which he would apparently die. Now twenty years physically younger in Anton's body, he returns to the Black Eagle Barony to pick up where he left off.

What the PCs can do:Friends of Anton might realize his behavior is strangely changed, or remember how he had formerly spoken of his hatred for Bargle and the Black Eagle and investigate. Those with court connections might be present at the trial and finally get the chance to stomp Bargle like they've always dreamed of. If they manage to capture 'Bargle' alive, Bargle's entire plan could unravel.

Fall 1003: Ban on Glantrians

The priests of Calitha Starbrow have been hard at work among the elves of the Minrothad Guilds, trying to stir up enmity against Glantri. They have, however, almost completely failed. The priests of Ordana among the forest elves of the Guilds have also had little success. Most Minrothad people aren't even sure where Glantri is, let alone dislike it. They do, however, succeed in trumping up some violations by Glantrian visitors of the laws against outsiders using magic in Minrothad. This leads to a ban on visits from Glantrians in Minrothad. At the same time, however, it makes Oran Meditor, the leader of the nation, suspicious, and he begins an investigation of what he suspects is a conspiracy of some kind. What this means:Minrothad will not be joining any alliances against Glantri any time soon.

What the PCs can do:Outsider PCs may be used as pawns in the political machinations. Glantrian PCs may end up being framed. Minrothad PCs may also be involved in the political games, or be hired by Oran Meditor to find out what's going on.

Fall 1003: Kol Defects

Kol XIV is not a happy kobold. With Thar's orcish following swelling in strength, he knows that the other humanoids of the Broken Lands will soon be reduced to insignifance and lose whatever leverage over Thar they possess. Considering himself an Emperor, he is not interested in becoming Thar's lackey.

Thus, when the shamans of the Shining One come to him and announce that the Shining One wants them to migrate east and organize the kobold tribes of the Hardanger Range into a great Kobold Empire, Kol is willing to take the chance. It beats waiting for Thar to turn them into his personal maids, anyway.

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Leaving stuffed dummies behind to 'man' his fortresses, some animated by shamanic magic, Kol leads his tribes southeast underground, following the guidance of the Shamans.

What this means:Observing his followers in the Northern Reaches, the Shining One has concluded that the usual pattern of betrayal of his Chosen One there is about to play itself out. Normally, he would not intervene, but he has decided that the chaos of the upcoming war will be an ideal time to create a true kobold empire and that he wants to have an effective force to throw into the fray if it proves necessary. After studying the Thyatianized kobolds of the Broken Lands, he believes they can provide a model which will enable kobolds to achieve true greatness. Therefore, he has chosen to set them in motion now, so that they will arrive in time for matters to play themselves out next year.

What the PCs can do:Human PCs are unlikely to notice. Humanoid PCs might either join Kol on his trek, or try to be the first to claim 'New Kolland', now that it's empty of defenders. South Gnollistan and Red Orkia have the advantage in trying to exploit the vaccum which results.

Fall 1003: Principality of Bramyra is Created

Concerned with the potential Ethengar threat and the gradually increasing pace of Ethengar raids, the Council of Princes in Glantri creates the Principality of Bramyra, hoping it will serve as a buffer zone for Glantri. In return for his many services as a spy in Ethengar, they appoint Urmahid Krinagar as the new Prince.

What this means:Urmahid has been rewarded for his services by having a target painted on him. Still, he makes the best of it and begins building up his principality.

What the PCs can do:Urmahid will need bold adventurers who can root out any magical or mundane sources of trouble in the area, and who aren't afraid of Ethengarian attacks.

Spring 1004: Thyatis' Revolt

As per the event in 'The Immortals' Fury'

Spring 1004: The Fall of Psa'gh

For forty years, Psa'gh, current bearer of the Shining Armor of the Shining One, and his shaman ally Thra'gh have worked together to unite the clans of kobolds of the Hardanger range. Unfortunately, as time has passed, Thra'gh has aged, while

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Psa'gh has kept his youth, thanks to the armor. Now, Thra'gh sees the ends of days approaching, and his efforts to find a way to stave off his own aging have failed.

A few months ago, however, he was approached by priests of Hel, who offered to help him gain the suit for himself if he would swear allegiance to Hel and lead the Hardanger Kobolds in her service. It must be said to his benefit that he slew them in a rage before they even finished. But the idea of seizing the armor for himself had crossed his mind before, and now the idea began to gnaw at him.

Slowly, he came to the conclusion that he would make a more worthy bearer, that Psa'gh is too cautious, that they must take action before the humans of the fertile lands to the north truly unite. He convinced himself that the Shining One would want him to take the suit and rule more suitably. And thus it came to pass that he made arrangements to betray Psa'gh into the hands of the humans.

He arranges for the time and location of a parley between one of the major gnoll leaders of the hills and Psa'gh to be made known to Ragnar the Stout, leader of Soderfjiord. While Ragnar fears it is a trick, the opportunity to cut down two of the major leaders of the humanoid enemies of the Jarldoms is not something he can pass up.

Thra'gh has sought to cover his bases; back home in the mountains, he announces the Shining One has sent him a warning that Psa'gh is in danger, and he assembles a force of kobolds to try to save him. His plan is that they will sweep down on the weakened human forces and recover the Shining Armor--after arriving too late to save Psa'gh.

Things do not go as he expects, however. Psa'gh and Yarl Blackfingers (the gnollish leader) move their meeting to another nearby location from which they can observe the planned meeting site. As their meeting is almost over, Thra'gh's column blunders into the trap set by Ragnar's forces. To make matters worse, a band of giants goaded by another priest of Hel join in the melee, seeking out Thra'gh, who they believe is responsible for the avalanche that destroyed their steading.

Psa'gh leads his guards into the fray, hoping to catch and slay Ragnar himself (not knowing Ragnar himself is not present) and trusting to his armor's protection, while Yarl simply flees the area. Thra'gh is slain by the leader of the hill giants and curses Psa'gh with his dying breath. As a result, a 'lucky' arrow pierces Psa'gh's brain, giving him a fatal wound. It seems that all is lost for the kobolds when 2,000 kobolds wearing what seems to be a parody of Thyatian armor march over the top of the nearest hill, flying a banner of a bat with wings spread wide, clutching arrows in its claws. They are accompanied by slightly over two hundred gnollish crossbowmen. The army of New Kolland has arrived.

Jarl Yorri Snorrison, appointed by Ragnar to command the ambushing force, is unable to stomach the idea of fleeing from kobolds and choses to fight on. General Zar's crossbowmen shell the giants with arrows, causing them to become so

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enraged that they cease to fight with anything resembling intelligence. They charge up the mountain, only to be hamstrung and slain by the disciplined Kobold infantry. Within a few minutes, thirty giants are dead, though at a loss of ninety kobolds and twenty gnolls.

Yorri's men, decide it is time to withdraw, and they soon 'retreat' towards Castellan, convincing themselves that they really won, since Psa'gh is dead, which was what they set out to do.

Meanwhile, Zar finds the dying Psa'gh, who passes the armor to him. Zar passes it on to Kol, his discipline winning out over greed. The Kobolds present swear fealty to Kol, and he sets his troops in motion towards Psa'gh's old main base.

What this means: Everything has gone just as the Shining One has foreseen. After Psa'gh is buried, he quietly raises him from the dead and brings him to his home plane to prepare him for other duties. He then pressures his shamans to bring their tribes to swear fealty to Kol.

The survivors of Ragnar's expedition largely conceal the truth of the affair, painting it as a complete success; they know no one would believe stories of kobolds slaying giants anyway. Ragnar begins quietly organizing a group of scouts to learn more of these Thyatianized kobolds.

What the PCs can do:Humanoid Pcs could become involved in the various humanoid politics of the situation and of the battle from any of the different sides of the conflict. Humans and Demi-humans could be part of the forces assembled by Ragnar to try to catch Psa'gh. Sufficiently high level Pcs might well change the course of this conflict (Kol's forces are quite impressive against the low-magic forces of the Northern Reaches, but a few PC wizards with fireballs, lightning, cloudkill, etc. could easily shatter its morale and send it running).

Spring 1004: Alphatia's Pride

As per the event in 'The Immortals' Fury'

Spring 1004: Raids into Dunadale

Ostland raiders begin ravaging the coasts of Dunadale, forcing its leaders to pin down their troops along the coast in futile efforts to battle the raids.

What this means: Ostland/Westrourke is on the move.

What the PCs can do:Fight the raiders or be raiders as appropriate.

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Spring 1004: The Heldannic Knights Move North

Forces of the Heldannic Knights begin making probing raids into Norwold, testing its defenses, defenses which prove to be quite weak.

What this means: The HK have long planned an offensive against Norwold. Vanya is encouraging them, as she knows this is the most effective contribution her servants can make against the RoF controlled nations.

What the PCs can do:PCs with dominions may find them raided by Heldaan. HK PCs get to raid Norwold. Others may join either side as appropriate.

Spring 1004: A Spy Perishes

As per the event in 'The Immortals' Fury'

Summer 1004: Civil War of the Hardanger Kobolds

Many of the Kobold clans decide that they owed their loyalty only to Psa'gh and revolt against King Kol. Kol's Legions, backed up by the kobold cavalrymen who do swear fealty to him, begin a civil war.

What this means:For now, the Hardanger Kobolds are no threat to anyone. When the war ends and they unite, it may be another story.

What the PCs can do:No matter who they work for, they can kill a lot of kobolds. If they manage to slay Kol, the Shining One will reclaim the armor and make it vanish until he finds another worthy kobold leader.

Summer 1004: Death of Torenal

As per the event in 'The Immortals' Fury'

Summer 1004: Conclave in Wyrmsteeth

The investigatory committee returns and reports the Glantrian bounty on Dragons, but also that the Glantrians don't seem to be making any real effort to destroy dragons in other countries or conducting researches that will destroy all dragons everywhere. The King therefore rejects Pearl's clerics' entreaties. One of them attacks him in a rage and is slain, several others begin moving about the dragon populace preaching, the rest leave in disgust.

What this means:For the moment, Glantri is spared a draconic assault that could destroy it.

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What the PCs could do:PCs caught up in this are probably in over their heads, although a PC who managed to convince the king to launch his crusade would have the gratitude of both King Ericall (if he ever found out) and of several Chaotic dragons.

Summer 1004: Invasion of Dunadale

The armies of Westrourke knife around the southern end of the bogs and beseige Deirdren. The scattered forces of Dunadale begin to reassemble to try to confront the armies of Westrourke there, only to face outcries from the communities abandoned to face the Ostland raiders alone. Because they are so scattered, they are unable to reach Deirdren in time to save it, although they deliver a check to Westrourke's armies, who will be unable to advance further this year. Hord tries to capture Dunadale, but is repulsed. He barely survives when the 'King' of Dunadale dumps a Meteor Swarm on his ship.

What this means:More mortal action, but this war is unlikely to remain contained.

What the PCs can do:They can get involved on either side. Ostlander PCs have the chance to possibly save their badly injured king and earn his gratitude. They also have the chance to finally discover what Meteor Swarm feels like. Alphatian PCs can join the desperate defense of Dunadale. A sufficiently bold band might even capture or slay King Hord, thus changing the entire face of the struggle. If he dies, civil war in Ostland between Queen Yrsa and Asgrim the Bowed for control of the royal heirs begins, likely lasting through the rest of the events of the Wrath of the Immortals.

Summer 1004: The Bow is Found

Queen Truisa and King Triolathar find the Bow of Tarastia and summon the tribes of Jen to see the sign. The tribes come and most of them join the crusade. About a quarter of the tribes have to be beaten into submission, as they refuse to join any alliance that some tribe they are feuding with is in. By the end of the campaigning season, the unification is complete. In the spring, they will march.

What this means:Tarastia now has an arrow aimed at Nithia. In 1005, the arrow will fly, and war to the hilt will begin.

What the PCs can do:Jennite PCs can be involved in trying to aid the quest or caught up in the tribal politics. Nithian PCs might try to assassinate the Avengers of Tarastia.

Fall 1004: Principality of Sablestone created

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Harald Haaskins wins out in the competition to become Prince of Sablestone and successfully convinces the locals to call for his Enfeoffment as Prince in the area. The Council confirms this. Several of his rivals retire to gnash their teeth.

What this means: Harald now gets to play with the sharks. He proves more adept at this than many anticipated. The lucky inhabitants of the Sablestone area get a benevolent prince.

What the PCs can do:Harald will need help dealing with the efforts of his jealous rivals to sabotage his new principality.

Fall 1004: Glantrians Assassinated

As per the event in 'The Immortals' Fury'

Fall 1004: Diplomatic Manuevers

'King' Lunn of Dunadale appeals to Alphatia for help against Thyatian agression. Eriadna dispatches several brigades and sends a protest to Thyatis to call off its troops, who are violating the last major peace treaty. Thincol replies that Imperial Thyatian troops are not involved, and that this is merely a local war between vassal rulers. He offers, however, to mediate a peace settlement. After some discussion, the Darokinian Diplomatic Corps is called upon to act as mediators and talks begin in Norrvik, which is selected as a nuetral city.

Thincol, urged on by Anya and seeing the likelihood of a general war, quietly allies with Glantri and the Heldannic Knights. He also quietly makes a pact with Lernal the Swill against Ericall.

Agents of Dunadale begin talks with the Ostman clan in Ostland and with the Soderfjiord Jarldoms, hoping to provide distractions for the Ostlanders, who they see as crucial to the defeats they have suffered so far.

What this means:With the mounting tensions, this conference is the last, best hope for peace. The Darokinian Diplomatic Corps will do its best to bring about a fair settlement. Too bad one of the members of the delegation is a priest of Balthac, whose cult is an unknowing front for Hel worship...

What the Pcs can do: Most PCs are unlikely to be able to get involved in high-level diplomacy, although this would make a great adventure for any who are actual members of the DDC.

Fall 1004: Asterius' Temples Burned

As per the event in 'The Immortals' Fury'

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Fall 1004: Humanoids of the Black Mountains on the Move

Urged on by the Master of the Desert Nomads and by their own Immortals, the Humanoids of the Black Mountains invade Grakhalia, planning to use it as a highway by which to invade Sind. The Elves and Gnolls of Grakhalia fight desperately but are forced into the southern portions of their caves.

What this means:These humanoids are part of the Desert Master's plans to take control of Sind. He is blissfully unaware that they have no desire to hand over Sind to him once they take it for themselves.

What the PCs can do:If they happen to be visiting Grakhalia, they can join its defense. If they happen to be Black Mountain humanoids, they can help trash it.

Fall 1004: Treachery of Oktai Khan Revealed

Oktai Khan has long been a traitor to the Great Khan, aiding the Glantrians. Now, his treachery is revealed, and a brief war inside the Khanates results. After Oktai's death, the Great Khan decides that in the Spring, he will finally move against Glantri, for he reads the omens of the coming storm, and believes this is the ideal time for a war against them. He sends emmisaries to Alphatia and quietly seals an alliance, then waits for spring, when he can make war.

What this means:While the priests of Yamurga have been urging war on Glantri, this is entirely the result of mortal intrigues. Moglai Khan is no Immortal's pawn.

What PCs can do:Ethengar PCs can be involved in the events of the mini-campaign from the Ethengar Gazeteer. Glantrians may be involved in helping Oktai in his last stand. Everyone else probably has no reason to get involved.

Winter 1004: The Fall of Sind

The Radhirajah's brother, Kiritan ul Nervi, stages a coup and drives his brother from the city, suppressing opposition with the help of the humanoids sent by the Desert Master. He is quite surprised, however, when the leader of the hordes, a goblin named Maglut, kills him and proclaims himself 'Wogar Reborn'. His forces sweep south, seizing the southern plains of Sind while in the north, the humanoids loyal to the Desert Master, the remains of Kiritan's forces, and forces loyal to the Radhirajah fight for control.

What this means:

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The Master's gambit has gone awry, and now he must commit his own forces in order to ensure his take over. Darokin begins moving more troops to its western border. And in the Atruaghin Clans, representatives of all the clans meet to discuss what to do about Wogar reborn. Maglut is not actually Wogar reborn, but he is being groomed by Wogar to follow the Path of the Polymath.

What the PCs can do:PCs in Sind can try to help save the Radhirajah Chandra ul Nervi from the coup and fight against the many invaders. If they manage to prevent it, Sind will be able to stand much more strongly against the humanoid invasion that comes on its heels.

Winter 1004: Alphatian Armada Damaged

As per 'The Immortals' Fury', except that most of the Alphatian Skyfleet survives due to vigilant action by its guards, who are among those most stirred to action by the Alphatian Immortals.

Spring 1005: The Norrvik Peace Conference collapses

Several factors conspire to wreck the Norrvik Peace Conference. Luke Mauntyn, a priest of 'Balthac' (a church secretly controlled by Hel) drives various negotiators to the edge of madness with his fumblefingered meddling. The Ostlanders want revenge, not peace, and the Dunadale and Westrourke contingents aren't much more helpful. The Ostlanders storm out early on, but there is still hope for a settlement until the news of the attack on the armada surfaces. This enrages the Alphatians, who declare war on Glantri. The Ethengars do so as well.

Thyatis and the Heldannic Knights then declare war on Alphatia. The Ostlanders don't bother with a declaration of war, simply unleashing more raiders on Dunadale.

What this means:The War of Wrath has begun. Ilsundal is unable to successfully motivate the Elves of Alfheim to openly join Glantri, although they offer covert aid to the Erewan clan. Across the Known World, chaos breaks loose.

Spring 1005: Five Shires, Ierendi, and Minrothad Guilds Unleash Privateers and Declare 'Nuetrality'

Representatives of these three nations meet in Shireton and form the League of Armed Nuetrality, declaring they have no trust of the imperial agressors on either side of the war. All three nations then covertly unleash their pirates on both sides, but especially the Thyatians. Thyatian protests are met with blatant lying as they claim they know nothing of any pirates.

What this means:

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Thyatis must pin down much of its navy protecting coastal trade. Fortunately, Karameikos and Ylarum remain relatively friendly trading partners, and their navies can cover some of the work.

What the PCs can do:Har, maties, it's time to fly the flag of Aargh, the Pirate Immortal, and plunder the treasure fleets of the Emperor of Thyatis. Pirate PCs can make out like mad dogs, while heroic Thyatians desperately try to stop them.

Spring 1005: Jennites invade Nithia

The second the snows melt, the Jennites pour north toward the Tanagoro lands, causing the Tanagoro to raise an army to face them, expecting assault. To their surprise, the Jennites send emmissaries, offering them peace and the chance to join the crusade to exterminate the Nithians and break the spell which turned much of that land to waste. Many of the Tanagoro decline the offer under the influence of Korotiku's shamans, but a third of the Tanagoro army, under the leadership of a young warror named Antwi, joins the Jennites.

The combined force then knifes east through the desert. The Nithians learn too late to assemble all their forces, but a substantial army masses at Fort Kufneh to meet them. It is not enough. The Tanagoro footmen draw them forward, retreating before their assault, and then two waves of Jennites larger than the Nithians had ever imagined existed rise up from behind the next line of hills and sweep around the flanks of the Nithian army. It is surrounded and annhilated.

Senkha, Queen of the Northern Kingdom, scrabbles together an army to try to protect Tarthis while its populace is evacuated. Pharoah Ramose evacuates down the river to join the forces marching north to try to defend the Delta at Senkha's insistence.

But no aid can come in time. Nithian cities have no walls, and thus there is nothing but Senkha's hastily scraped together force to try to stop tens of thousands of Jennites and Tanagoro. Senkha is defeated and forced to flee westwards to join the troops coming from Fort Horus. Tarthis is leveled. The Tanagoro then turn around and head home, feeling satisfied, while the Jennites scatter across the Delta to pull down everything. They find themselves unable to do anything about the Pyramids, although they heavily deface the necropolis of Tarthis, level Tarthis and Menkara, and smash Ramoses' Palace to rubble.

What this means:Nithia has suffered its most humiliating defeat in centuries, but this is only the beginning of the war.

What the PCs can do:Jennite or Tanagoro PCs can join the crusade and crush the Nithians. Nithian PCs have the opportunity to perform incredible feats of heroism as they try to save as many people as they can, battling incredible odds.

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Spring 1005: Ethengars mass in the Land of Purple Grass

When the snows melt, The Court of the Great Khan moves to the Sea of Purple Grass and the call goes out for the tribes to mass to assault Glantri. Most of the tribes come swiftly, but the Khan of the Uighurs hesitates, held back by his desperate desire to invade the Heldaan Freeholds.

Meanwhile, Moglai Khan sends his recently gained humanoid supporters to launch probing raids into Glantri to test its defenses. The Hooplak Hobgoblins clash with the new Prince Urmahid's cavalry and are turned back, while the Gostai Goblins discover that some Boldavians are actually willing to collaborate even with humanoids against their own rulers. They also discover that they aren't well equipped to deal with night attacks by undead. They too retreat.

What this means:Moglai Khan now has enough information to plan his offensive intelligently. Most Glantrians do not realize the humanoids are working for the Khan, but assume they were driven into Glantri before the oncoming wave of Ethengars. The defeat of the two raids raises Glantrian morale.

What the PCs can do:Ethengar PCs could also be sent on scouting missions. Glantrians can fight against the invading humanoids.

Spring 1005: Attack on the Retebian Air Fleet

As the Retebian Air Fleet is mobilizing, its main base is attacked by a horde of Neutral dragons (White, Onyx, Jade, and Blue). The base is leveled, but the Air Fleet itself, aided by the Knights of the Air, repulses the assault with some losses. The Alphatians are blamed, but some point to the attack on Karameikos three years ago and the Dragon King and Queen of Ierendi and whisper of a secret draconic empire that may even be to blame for the war. Most dismiss the thought as conspiracy theory lunacy.

What this means:The Draconic Alliance struck a little too early, and as a result, the Thyatian Air Fleet is damaged but not crippled. The corruption and inefficiency induced by Vanya, combined with this, is enough to guarantee that Thyatian air power will be minimal until some time in 1006. The Knights of the Air mount a vigilant guard around Retebius to prevent a recurrence.

What the PCs can do:They can fight a lot of dragons. If they work for the air fleet, this is a good excuse to move them up into positions of responsibility, especially if they distinguish themselves by heroically battling the dragons.

Spring 1005: Tactical Debate in Heldaan

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The High Command of the Heldannic Knights, who see this war in terms of a good excuse to conquer Norwold, prepare the armies to pour north against Landfall. The rank and file, however, are more interested in a war of revenge against the Ethengars. Scout reports indicate the Ethengars are moving west against Glantri, and this leads many of the soldiers to demand a strike while they have the chance. The High Command denies the many requests, and the bulk of the HK's offensive forces move north. Several unit commanders, however, defy the High Command and move south into Ethengar to attack Ethengar tribal settlements.

What this means:Vanya is too busy living a mortal life as Thincol's lover Anya and keeping Thyatis under her influence to closely monitor the Knights, and so they've slipped the leash. She would have liked them to neutralize Ethengar first, then deal with Norwold, whose defenses are unlikely to get any stronger than they are now.

What the PCs can do:HK PCs can choose whether to obey their commanders or join the renegades invading Ethengar.

Spring 1005: Atruaghin Clans-Sind Alliance

Radhirajah Chandra ul Nervi, having escaped north and joined the loyal rajahs of that area now meets with representatives of the Atruaghin Clans, who offer to help him defeat 'Wogar Reborn'. He accepts and plans are made for a summer campaign.

What this means:The Radhirajah desperately needed this help.

What the PCs can do:Not much for PCs to do, except perhaps serve as diplomatic representatives.

Late Spring, 1005: Heldannic Knights 0, Ethengars 1

The renegade Knights assemble at the ruins of Hayavik, with a strong force of peasant levies, mercenary crossbowmen, and heavy cavalry. They move south along the trade road, since that enables their footmen to move faster. Not complete fools, their scouts do successfully warn them of Uighurs approaching from the east. The same scouts warn them that the Uighurs have moved around them and now stand between them and the route back to the Freeholds.

The knights form up the levies into an arc with their backs to the river, and the knights and crossbowmen inside, hoping to prevent the usual Ethengar trick of circling around them and shooting them full of arrows, or tricking the knights into getting spread out across the steppes after a failed charge. They believe the crossbowmen have superior range to the Ethengar bows, and thus can pick off the

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Ethengars at a great distance. Under normal circumstances, their plan might have worked.

Unfortunately, thanks to the alliance with Alphatia, the Ethengars are now recieving magical backing, since the Alphatians can't attack Glantri directly. In the case of the Uighurs, this amounts to three wizards. But that's all they need.

Three wizards with improved invisibility and fly move up to fireball range and rain down death on the peasant levies and crossbowmen. The levies panic and begin fleeing north up the road. The extensive clerical contingent soon neutralizes the wizards, but the damage has been done. The Uighurs move in to bow range during the chaos and use the superior speed of their weapons to shoot the now unprotected crossbowmen to bits. The battle becomes a rout and the knights are carved to pieces as they retreat. Bodies line the road all the way to the ruins of Hayavik.

What this means:The Great Khan decides to be pragmatic, and orders Batu Khan to protect the border from further Heldaan incursions. He may kill as many Heldaaners as he likes, but he must stay within the steppes.

Meanwhile the Heldaan rank and file call for retaliation, but the High Command ignores them and begins the invasion of Norwold.

What the PCs can do:Heldaaner PCs who manage to spot and take out the wizards before they rain down death could possibly change the course of this battle. Otherwise, I'd suggest they roll up new characters. Ethengar PCs get a chance to kill some Heldaaners.

Summer 1005: Creation of Principality of Morlay-Malinbois

With the marriage of Baron Malachie du Marais of Morlay and Dame Diane de Moriamis, Vicomtesse of Malinbois, the couple comes to control an area with sufficient population to call for an Act of Enfeofment. The Council of Princes, hoping for aid from the heavily lycanthropic population of the area in the war which has just erupted, agrees.

What this means:Glantri now contains a haven for lycanthropes, who flock to the area. A few Princes begin to mutter that the title is being debased, with three granted in as many years.

What the PCs can do:Not much unless they wield significant political power in Glantri. Adventurers friendly to Malachie may be called upon to prevent trouble from Dame Sephora, who has been hunting him for decades.

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Summer 1005: War on the Isle of Dawn

Westrourke and Ostland invade Dunadale. It's armies are smashed to rubble in the field, and the siege of Dunadale begins, hampered by guerilla raids out of the marshes by Zaar's forces in the swamps. This forces them to supply themselves by sea.

Elsewhere on the Isle, the damage done to Thyatian forces by Valerias' acts of sabotage is more apparent. Local Alphatian forces defeat the various Thyatian colonies in a string of small battles. There are, however, no permanent effects because they are too small in number to successfully capture any major Thyatian cities.

Thyatian and Alphatian troops pour into the Isle of Dawn, and by the end of the summer, the Alphatian navy drives the Ostlanders away from the coasts of Dunadale, relieving the siege. The Westrourke troops fall back in good order, and the Ostlanders maintain their control of Helskir.

What this means: 1006 will be when the main action gets rolling.

What the PCs can do:Lots of chances to fight for the side of their choice.

Summer-Fall 1005: The Boldavian Vespers

Jagger splits the forces available to him. One division is dispatched south to defend Skullhorn pass and reinforce Prince Urmahid's personal forces, while four more move into Boldavia, moving up to Fort Tchernovodsk and where Jaggar takes over command from Prince Morphail. He then waits for the Ethengars, planning to do battle there. He dispatches one banner to begin building a fort in the mouth of the valley that connects Boldavia and Klantyre, in order to prevent Ethengar raiders using it as a highway into the heartlands of Glantri. A substantial Ethengar force raids Bramyra and burns it, but he concludes that is a bluff. He is right.

One bright summer morning, bells ring all over Boldavia. Minutes later, crowds of Boldavian peasants attempt to storm every noble house in Boldavia, aided and directed by the Ten Thousand Fists of Khan. Only Lord Sergei Wutlya of Mariksen, vouched for by an Ethengarian Shaman of Yamurga named Erega, is spared this treatment. The results are not quite so satisfying as they hoped; half the House of Igorov, including its head, Prince Morphail, escape destruction because they are simply not present. (They fled the area once it became obvious the Ethengars would invade, leaving stewards to run their lands.) They acclaim Lord Sergei as King of Boldavia and begin to build temples to Terra (Yamurga) and Ixion (Tubak).

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Jaggar abandons Fort Tchernovodsk, which is now an untenable position and recaptures Rymskigrad shortly after King Sergei swears fealty to Moglai Khan as the Khan of Boldavia. Moglai Khan's forces quickly seize the fort, then sweep up the river valley towards Rymskigrad. They are joined by a force of Boldavian peasant levies and the Ten Thousand Fists of Khan.

The Battle of Rymskigrad becomes famed in the history of both nations. Jaggar's plan is simple: Moglai Khan must die. A dead Great Khan inevitably leads to the collapse of any Ethengar force. He places his troops inside the city, counting on the walls to hold the Ethengars off. He uses his cavalry in a series of raids to force the Ethengars to all move into the open to protect their seige machines. He then uses magic to scry for Moglai Khan and sends an attack force consisting of several golems built by his obsessive cousin and a crack force of mid-level mages on an assassination strike against Moglai.

While they kill many people, Moglai is revealed to possess a ring of spell turning and his hakomon force is revealed to be more powerful than Jaggar had imagined. They then further demonstrate this by turning the gates of Rymskigrad into dust with multiple meteor swarms. As the city burns, Jaggar is forced to sally out and do battle.

The two armies battle until sunset with the peasant levies getting the worst of it. Finally, the Glantrians retreat from the field in good order. They fall back to the fort in the pass back to Klantyre. Meanwhile, the land is unable, at the moment, to further sustain the Khan's armies, so he moves the bulk of them south to try to overwhelm the defenses of Skullhorn Pass, leaving one tribal horde behind to keep up the illusion of his army's presence. The well-established defenses of Skullhorn Pass repulse his forces for the moment, and he settles for setting up facilities in Bramyra to build more seige engines for next year.

Summer 1005: The Invasion of Norwold

While most of the Heldaaner skyfleet is kept in reserve to deal with potential Alphatian assault, a handful circle around over the ocean towards Landfall. Lernal the Swill, in a rare fit of heroism, leads a desperate force out to try to fight the oncoming Heldaanic forces. Not only is his army crushed, the airborne forces seize Landfall behind him. He manages to escape to a boat and flees north.

Oceansend, perhaps influenced by the immortal Liena, allies with Thyatis and the Knights, seeking to avoid being their next target. This declaration effectively opens the road for the Knights to sweep north in the fall and put themselves in a position to attack the heartland of Norwold in the spring of 1006.

King Ericall appeals to his mother for support from the airfleets of Alphatia, fearing that what happened to Landfall will happen to him next year if he tries to move forward to the Wyrmsteeth mountains, which form the most natural defensive line. His wish is granted (see next event).

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What this means:The High Command feels their strategy has proven itself, and they press onward, ignoring grumblings at home. King Ericall mobilizes his forces, hoping the Wyrmsteeth mountains will act as a natural barrier. And the Dragon King of the Wyrmsteeth Mountains begins looking for a way to get both groups of humans to destroy each other.

Summer 1005: The Aerial Battle of Heldaan

Strongly supported by the priests of Palartarkan, the Alphatian Air Fleet invades the skies over the Heldaan Freeholds. The novice air fleet of Heldaan quickly discovers why Alphatia has lasted 2000 years. It is destroyed in a spectacular battle over Ritterburg. Then the Alphatians proceed to spend the rest of the summer pounding the cities and castles of the Freeholds into rubble, one by one. However, they lack the ground forces to try to invade and occupy any of them. As fall storms set in, they return to Alphatia.

What this means:This creates further discontent, as now many knights call for some act of retaliation against Alphatia proper. The High Command, however, recognizes that Alphatia lacks the resources to occupy the Freeholds. They begin building a new air fleet and withdraw some small forces to beef up coastal defenses.

What the PCs can do:If you've wanted to do the Battle of Britain in D&D, here's your chance.

Summer 1005: Senkha Enters the Tower of Soth

Senkha's voices guide her to the Tower of Soth after the destruction of yet more of her forces at the hands of rampaging Jennites. She falls to the power of Ranivorus and Thanatos, who deliver to her the 'forgotten secrets of the Ancient Nithians' (namely the combat spells typically not known in the Hollow World) and bring her under their sway. She returns to try to join the relief army, armed with these spells.

What this means:The Nithians will now have access to a wide array of destructive magic not commonly known in the Hollow World. And now one of the three most powerful people in the Nithian Empire is under the sway of Entropy.

What the PCs can do:They can try to stop her from following her voices, which may require kidnapping her by force. This will change later events.

Summer 1005: War in Sind

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With the Black Mountains free of humanoids, the Desert Master's forces easily skirt the desert and fall upon the Radhirajah's forces, shortly after those forces recapture Sayr Ulan and restore order in central Sind. The Radhirajah's forces are pushed south, leaving the northern mumlykets vulnerable to assault.

Further south, the Children of the Horse fight a sprawling guerilla battle with 'Wogar Reborn', dozens of small scale conflicts which wreck the crops but don't destroy either side. The Horse Clan finds itself at a considerable disadvantage because of its refusal to use missile weapons, but has superior mobility. Bear and Elk Clan forces arrive in late summer, however, and reinforce them, enabling them to push Wogar Reborn into Putnabad. They also give aid to the Radhirajah, who manages to stop the Desert Master's advance.

What this means:The Desert Master now controls West Jhengal, Sindrastan, and Baratkand. Wogar Reborn controls Putnabad. The Radhirajah, his subject Rajahs, and his Atruaghin allies control the rest of Sind, for the moment.

What the PCs can do:Lots of opportunities for PCs to fight in battles.

Late Summer, 1005: Fall of the Turtle Clan

Danel Tigerstripes tires of waiting for Atzanteotl to give him the go-ahead to destroy the other clans. He stirs up the Children of the Tiger to invade the lands of the Children of the Turtle and build new cities on the wreckage of each of their major villages. The Children of the Turtle are unable to stop the onslaught, and many end up being used to consecrate the altars of the new temples. They flee to the islands and launch raids against the five new cities, slowing down construction. They also send to the other clans for aid against the Children of the Tiger.

What this means:The Radhirajah is about to lose his aid from the Atruaghin clans. Atzanteotl is irritated, but accepts Danel's action. Atruaghin has long feared something like this, and makes sure the clans will answer the call of the Children of the Turtle.

What the PCs can do:Unless the PCs are very high level with lots of magical firepower, they likely can't stop this. They could, however, conceivably slow the advance enough that not all of the villages fall. They also might have to try to pass through Tiger controlled lands to get to the other clans to ask for aid.

Late Summer 1005: Battle of Louknor

Senkha successfully joins up with the relief army and shares the ancient lore she has recieved from the Immortals. Soon the military wizards are armed with this

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lore, and they move against the Jennites. At first, things are made difficult by the mobility of the Jennites; no one will sit still long enough to fight them.

At the advice of the Haptans, they simply issue a challenge to the Jennites, setting a time and place for battle. The Jennites come, and the battle is joined. The southern kingdom's forces have more experience fighting Jennites, and the tactics taught by the Tanagoro long ago to the Nithians pay off, as does the massive damage they can inflict with the war magics recovered by Senkha.

The Jennites suffer a serious defeat, and retreat to their plains to make plans for next year; some counter to this horrendous battle magic must be found. Thousands of Jennites litter the field, injured or dead. The Jennites swear revenge.

What this means: Nithia is saved, but now the Jennites are even more likely to keep coming back until every ounce of blood is paid for with Nithian deaths. Senkha's discovery saves her from deposition, and enables her to begin building up a strong force of battle mages loyal to herself. Rathanos and Pflarr begin investigating to find out exactly what happened; they went to a lot of effort removing these magics the last time they resurged.

What the PCs can do:They can get involved in a massive battle on either side, and now they have the opportunity to learn combat magics which were previously not available. Jennite PCs can begin a quest to find some way to counter this Nithian advantage.

Fall 1005: Skirmishes in the Wyrmsteeth Mountains

Ericall's forces successfully defeat several Heldaanic incursions in the Wyrmsteeth mountains. The HK settle down to form winter camps and plan for the Spring offensive.

What this means:Winter comes early in Norwold, there will be no combat until late Spring. Mother Nature has saved Norwold.

What the PCs can do:Battle oriented PCs can fight in the skirmishes, sneaky ones can launch spying missions for either sides. Unfortunate ones can stumble into dragon lairs (in the Wyrmsteeth, some 10-30 dragons may share a giant lair) and get eaten.

Fall 1005: Atruaghin Withdrawal from Sind; Darokinian Intervention

The Children of the Horse and the Children of the Elk withdraw from Sind to attack the Children of the Tiger who have invaded the Turtle Clan's lands. The Children of the Bear's forces largely go home to harvest the crops and prepare for winter, promising aid to the Turtle Clan in the spring. This provokes some ill feeling.

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Guerilla action against the Tiger Clan forces the abandonment of the two most western villages occupied, but the Tiger Clan successfully defends the other three. It becomes clear that the crucial issue will come next year; if the new cities can be prevented growing their own crops, it will become unviable for the Children of the Tiger to support them.

Meanwhile, in Sind, Darokin commits forces in order to fend off the invasion it knows likely will come if Sind falls to the Desert Master. Stiffened by the Legions of Darokin, the forces of the Northern Rajahs hold their ground successfully, while the Radhirajah begins building up his forces for another campaign in the spring.

Winter 1005: Jaibul Aids 'Wogar'

Seeing a chance to create a buffer state of easily dominated humanoids between themselves and Sind, Jaibul signs a secret alliance with them and provides them with magical assistance.

What this means: 'Wogar' will not be easily crushed in the Spring, thanks to this.

What the PCs can do:Not much, other than discovering the alliance through spying.

Winter 1005: Hunger Times in Sind

With the harvest wrecked, there are lean times in Sind, although some food is shipped in from the Five Shires, which prevents starvation in the coastal regions. Much of the food cannot be successfully distributed thanks to raids from goblin forces and those of the Master of Hule. Unrest spreads.

What this means: It will be difficult for the Radhirajah to raise as many troops as he would like; defeating 'Wogar' will be crucial to preventing more famine.

What the PCs can do:PCs can help make sure food shipments go through. PCs with 'Create Food and Drink' can also make a difference.

Winter 1005: Shadow Elven Emissaries in Ylarum

Using polymorph magics to appear human, Shadow Elven wizards present a detailed proof that the magics which preserve the forests of Alfheim do so in part by stealing water that would otherwise rain on Ylarum. They circulate copies of this proof and demand the Sultan do something about the water theft.

The Sultan demands more evidence before he will take action, but rumors begin to circulate around Ylarum. Soon, Elves become distinctly unpopular. Those loyal to

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the Kin faction seize upon this document to justify their own dislike of foreigners, and it gains great circulation in the Emirate of Abbashan.

What this means:Suspicion of Elves begins to mount in Ylarum, and indeed of all foreigners. After all, all of Ylarum's neighbors are green and pleasant lands, why not Ylarum? Perhaps they're all stealing our water... The Thyatians are especially suspected of this, being conniving, thieving, treacherous backstabbers. Mutters against Thyatis begin (which was NOT part of Rafiel's plan).

What the PCs can do:The Sultan will need scholars of magic who can investigate and try to determine the truth of this claim. His Vizer Haroun al'Hammah, correctly concludes the 'scholars' are agents of some other nation trying to provoke an Alfheim/Ylari war. He could hire the PCs to investigate these scholars and determine their true origin.

Winter 1005: Dragonraid in the Wyrmsteeth Mountains

The King of the Wyrmsteeth Dragons has been a very clever dragon, so clever that no one has realized that his nation even exists. Thus it is that when a Heldannic scout party stumbles into a small dragon lair and is slaughtered, the Heldannic knights do not assume that killing the dragons responsible will have any ill consequences. An elite Heldannic force raids the lair, slays the six resident dragons, and pillages the hoard, then returns home, laden with gold. They are celebrated as heroes.

The King of the Wyrmsteeth Dragons had planned to let both sides fight it out with each other and stay out of the pointless human conflict. Under the influence of Pearl's clerics, however, the dragons of the Wyrmsteeth are howling for blood. And so he sets upon a ruse.

He sends an emmisary to King Ericall, claiming to be the king of a draconic nation far to the west. He offers his help in return for Ericall ceding the Wyrmsteeth Mountains to him 'as a colony of our mighty draconic empire'. In return, he offers to aid them against the Heldannic knights. Ericall accepts; he is rich in land and poor in money and troops.

What this means:The Heldannic Knights are about to learn the true meaning of pain.

What the PCs can do:PCs serving Ericall can act as negotiators during this. Heldannic PCs could be the ones who get to raid the dragon lair (and hopefully not the ones who get wiped out).

Spring 1006: Atruaghin Clans Make War

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Forces of the Children of the Horse march west to assist the Sindhi, while the other clans send forces against the Children of the Tiger's new western cities. The result is a bloody, prolonged series of skirmishes across the region. The Clans lack the strength to seize the new cities, but they interfere with planting and generally pin down the military forces of the Tiger Clan.

What this means:The war will be long, bloody, and guerilla-style.

What the PCs can do:Lots of chances for guerilla fighting.

Spring 1006: War in Sind

Despite aid from Jaibul, the Radhirajah's forces inflict heavy damage on 'Wogar Reborn' and force his troops south, with aid from the Children of the Tiger.

In northern Sind, however, the Master brings his full weight to bear, aided by treason on the part of the Maharajah of Kadesh, who sells out to the Desert Master in return for a promise that he will rule in Sind. The Desert Master's forces pound the Darokinian and Sindhi forces in the north to rubble and sweep east, while the Kadesh Maharajah, with the aid of some of the Desert Master's forces, moves south against the Radhirajah.

What this means:Darokin now faces all out war. The Radhirajah faces even more trouble, and could be possibly caught between his foes.

What the PCs can do:They can discover the Maharajah's treachery and try to reveal it in time to lead to his arrest and execution instead of the destruction of the northern forces.

Spring 1006: The Battle of Wyrmsteeth

Aided by the still intact air fleet that accompanied the forces that moved north, the Heldannic knights execute a brilliant plan to trap Ericall's forces in the still snow clogged passes and destroy them. It would have worked if 1000 dragons hadn't poured out of the mountains, wiped out the air fleet, then trapped the Knights in the passes. Ericall boggles at the size of the dragon forces and thanks the Immortals they are on his side. With this victory, only the forces of Oceansend and the Heldannic garrisons spread across Norwold are left to oppose the victorious advance of Ericall's forces.

What this means:The Heldannic Knights have been crushed as an offensive military power. Much of the high command of the Knights has been slain. Utter panic ensues in Heldan and among their forces in Norwold when the news arrives.

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Spring 1006: Thar/Shadow Elves Alliance

Representatives of the Shadow Elves sign a pact with Thar to conquer Alfheim, then Rockhome. Both sides intend to sell each other out...later.

What this means:Alfheim, which has remained a friendly nuetral, is about to be dragged screaming and kicking into this. Karaash and Rafiel are pleased.

What the PCs can do:Orc or Shadow Elven PCs can become involved in a historic landmark: the first Orc/Elven alliance in history.

Spring 1006: Inconclusive Skirmishing in Glantri

Minor battles between the fortified Glantrians and the Great Khan's forces take place. The Glantrians conclude he lacks the resources to break through their two fortified positions and begin to relax. Jaggar knows better, but can't quite figure out what his game is.

Then the Great Khan's forces seem to vanish entirely from scouting reports, except for the horde which continues to monitor the northern army. Scrying reveals only that they're somewhere in the steppes near a river. Then scrying itself fails.

What this means:The Great Khan is about to try a risky gamble. His forces are massing at Bargha while he sends emissaries to the Broken Lands to try to gain safe passage. The tribes, disliking the Glantrians, mostly agree.

What the PCs can do:Glantrians can try to find where the Great Khan is hiding and why. Ethengars can try to negotiate with the many tribes of the Broken Lands while Thar is gone.

Spring 1006: Karameikos Sells Out

As per the event in 'the Immortals' Fury'.

Spring 1006: The Wrath of Thincol

Despite the fact that he himself would have done exactly the same thing Stefan Karameikos did, Thincol goes into a total berserkergang on recieving the news. To the surprise of everyone, he enters the arena and fights ten condemned prisoners simultaneously, slaying them with his bare hands. Having worked off his rage, he returns to his palace and orders his magist, Demetrion, to kill Stefan Karameikos. Demetrion refuses and leaves for the front, sending a warning covertly to Stefan.

The warning is insufficient. Several weeks after a large portion of Karameikos' army moves west to Darokin, hired killers successfully wipe out the entire House of

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Karameikos. This proves futile, however, when the Patriarch of the Church of Karameikos Raises them all, except Justin who does not survive the process (failed System Shock roll, in game speak). Thincol declares Ludwig Von Hendriks as the new Grand Duke of Karameikos.

Ludwig seizes his chance and moves east to strike at Specularum. Civil war erupts.

What this means:Thincol has cast Karameikos into chaos, and gotten his revenge. He now turns his mind to other matters. The Black Eagle problem will now be settled once and for all.

Summer 1006: The Great Khan Gambles and Wins

The mystery of the missing Khan is solved when thousands of Ethengars and Dwarves suddenly pour out of the Broken Lands down the trade route from Corunglain to Ethengar. They then march west and then north along the road to Glantri. A teleporting wizard immediately takes the news to Glantri, and Jaggar begins shifting his forces. But they can't move fast enough. The single banner posted in Fort Monteleone never has a prayer, even backed up by hasty levies from Belcadiz and Erewan. Princess Carlotina is defeated and forced to retreat towards Glantri City.

Humanoids boil out of the Broken Lands, ignoring Thar's summons to war against Alfheim. Bands erupt into Belcadiz, Blackhill, and Erewan, pillaging and looting. Jaggar strips the defenses of the eastern pass defenses and assembles an army at Glantri City. An apocalyptic battle is expected.

Instead, the Great Khan seizes Dunvegan and Fenswick and takes the defenses of Skullhorn Pass from the rear. He now controls a highway from the steppes directly into Glantri. His forces spread out, reducing Southern Glantri to chaos. Jaggar refuses to be drawn out from the capital, but the southern Princes all demand something be done. Jaggar is almost relieved of command. Glantri appeals to Thyatis for aid, but there is nothing Thyatis can do to help.

What this means: The Great Khan plans to spread fear and terror to weaken the Glantrian resistance when his master stroke comes. He also hopes Jaggar will be removed and a more impulsive fool put in charge.

The Humanoid Immortals try to restrain their followers, for they do not wish Glantri to fall, not when the possibility of the destruction of magic could flow from its survival. But they are unable to restrain the frustrated chiefs, who celebrate their escape from Thar's control.

What the PCs can do:

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If the PCs find a way to locate the Great Khan's army in time, Glantri's forces can catch him while he is still in the Broken Lands. There, Glantrian discipline and magic can turn him back, since he will have little room for manuever.

Summer 1006: Treason in Ostland

Seeing their chance with Hord gone east to the fighting on the Isle of Dawn, the Ostman clan, led by Jarl Erik Gunnarson revolts against him, aided by ships of the Alphatian Air Fleet and by one of Ragnar's Freedom Brigades from the Soderfjiord Jarldoms. Zeafort burns, Queen Yrsa and one of Hord's two sons fall into their hands, and Asgrim the Bowed curses the head of the Ostman clan to slowly die of a rotting disease with his dying breath.

What this means: Ostland will have to withdraw from the fighting on the Isle of Dawn to deal with this. With this victory, Ragnar recieves a massive boost of support at home; no Soderfjiord leader ever managed to burn Zeafort before. The wavering Jarls come round while his main enemies plot to betray him to the Ostlanders.

What the PCs can do:Ostlander PCs can fight to save the Queen and the King's young son. Other PCs can finally teach the Ostlanders a lesson about raiding their neighbors and expecting the sea to save them.

Summer 1006: War for the Isle of Dawn

Both empires now bring their strength to bear. The Retebian Air Fleet and the Alphatian Air Fleet battle over the skies of the island, while local armies, reinforced by imperial troops, battle for control. At first, the Alphatians have the upper hand on most of the island, as their forces have high morale, and the Thyatian Imperial forces remain riddled with incompetence due to Valerias' acts of sabotage. While stout Ochelean forces repel an assault at Caerdwicca by forces from the Alatian Isles, Kendach and West Portage fall to Alphatian forces in the central Isle of Dawn. A strike at Newkirk is narrowly repulsed at South Creek.

However, in the northern Isle of Dawn, the combined Ostlander/ Westrourke forces inflict yet another defeat on the Dunadale army. Before they can take Dunadale, however, the Ostlanders have to withdraw to deal with the revolt at home. Zaar gives his allegiance once more to Alphatia, and aided by Alphatian troops, crushes an Ostlander army outside Helskir. He is, however, repulsed in his effort to recover Helskir.

What this means:The most incompetent Thyatian commanders are being weeded out, and morale is beginning to improve. Alphatian victories bring them increased morale as well. Both sides begin to settle in for a long war.

Summer 1006: Jennite Raids on Nithia

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Through the late spring into the early fall, Jennite raiders launch small scale assaults into Nithia. These attacks are easily repulsed by the Nithians. In the Delta, rebuilding continues. Meanwhile, the Jennite leadership desperately search for a way to neutralize the Nithian advantage.

What this means:Senkha's star is on the ascendant, and she recieves much of the credit for the declining level of raids. This brings her to the point where she feels ready to set plans in motion to finally remove the obstacles to the marriage to the Pharoah she has long desired.

What the PCs can do:Fight lots of Jennites (or Nithians).

Summer 1006: Akesoli falls.

The Desert Master's forces fall upon western Darokin and overrun it, storming and burning Akesoli. They then try to advance along the southern side of the lake, but bog down at Fort Anselbury long enough for the rest of Darokin's army to mass and stop them there. The just arrived Karameikans turn around and start to go home. A small expeditionary force from the Five Shires provides greatly welcomed help. The war here is now a stalemate.

What this means:Darokin will soon gain the advantage; the Desert Master's forces cannot be easily reinforced from Hule, while Darokin is hiring Ylari and Dwarven mercenaries who must travel only a much shorter distance, and recruiting and training more legionaires from the fertile fields of central Darokin.

What the PCs can do:Militarily inclined PCs can find lots of work here. Those with good stealth skills can mount raids against the Desert Master's forces' supply lines.

Summer 1006: The Battle of Pramayama

The Radhirajah's forces, caught between two advancing armies, successfully exploit interior lines to defeat them in detail. Allowing Wogar's forces to break eastward, he then successfully circles around them and drives them into the area occupied by the Children of the Tiger, then turns north and meets the slowly advancing Maharajah's army at Pramayama, delivering a serious check on it, and forcing it back towards Sayr Ulan.

Wogar's troops seize the westernmost city of the Children of the Tiger, who now have to fight them and the Atruaghin clans forces. They settle down to defend 'Kaerch Wogar', as they now name it.

What this means:

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Things are looking up for Sind.

What the PCs can do:Fight in battles, mostly.

Summer 1006: Thar Invades Alfheim

Guided by Shadow Elves, Thar's forces sweep down the Great Flow river and sack Mealidor. King Doriath and General Gilfronden assemble their forces and move to try to stop Thar as he now heads further down the Great Flow towards Desnae and Alfheim Town. The Orcs of Alfheim Town offer to prove their loyalty by battling Thar's forces, but the offer is rejected.

It takes too long for the forces to assemble, thanks to Shadow Elf Saboteurs, and Desnae is sacked next. The Orc army now marches on Alfheim Town, heavily harrassed by Elven troops.

The Elven leadership divides on whether to fight a pitched battle to defend Alfheim Town. Lynwyll of the Chossum and Mealiden of the Mealidil (to everyone's surprise) argue fervently to defend Alfheim Town, for they want revenge on the Orcs. Brendian of the Erendyl joins them in calling for its defense, arguing that the Orcs will never be able to take a walled city and that the Elves can simply shoot them down from its walls. Durifern of Grunalf and Beasthunter of the Long Runners argue for the traditional Elven way of war, saying that Alfheim Town can always be rebuilt if necessary, and was probably a mistake anyway. Dyradyl of Feador argues for purging the potential traitors from the city, especially the Orcs, as otherwise they will simply betray the defenders. And finally, Redsword Truetalker of Clan Red Arrow argues it is indefensible and that the Orcs DO have seige machines. The decision is finally made to abandon Alfheim Town and fight a traditional guerilla war.

To the surprise of almost everyone concerned, the inhabitants of Alfheim Town refuse to evacuate. They have nowhere to run, and Alfheim Town is their home. Grindolf the White, ambassador from Darokin, shamed by his nation's inability to help their allies, organizes the citizens into an army as best he can, assisted by Dorran Finehammer (the unofficial Dwarven ambassador), High Patriarch Clovis of the First Thyatian Church, and Urgham the Quiet, leader of the city's orcs. They man the walls and wait for the assault to come.

Embarrassed by the bravery of the town's inhabitants, Redsword Truetalker leads the forces of Clan Red Arrow in a raid which destroys Thar's war machines. The result is that Thar's first assault on Alfheim Town is repulsed. An effort to burn the walls is thwarted by the daily rains.

Finally, the Shadow Elves use their agents in Alfheim Town to try to open the gates to Thar. The agents are caught by the Orcs and revealed to be Shadow Elves. With this revelation that the Shadow Elves are behind the Orcish invasion, the Elves are enraged, and determine to destroy the Orcs immediately. They step up the pace of

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their attacks, and soon Thar begins to retreat out of the forest, his army disintegrating around him. He takes his revenge, however, destroying the Trees of Life of the Chossum and Mealidil clans.

To make matters worse, as the majority of the Elven forces pursue the orcs, Shadow Elves boil out of secret tunnels near each of the major clan holds and attack the Trees of Life with fire and axe. The Treekeepers of Erendyl, Long Runner and Red Arrow successfully perform the rites which grant their trees of life mobility. The Grunalf perform the rite, but are unable to save their Tree of Life from attack, and the Fealdil Treekeeper panicks, botches the rite, and the Fealdil Tree of Life dies.

The Elves leave Thar to flee and turn to deal with the Shadow Elves, soon driving them underground. The Fealdil clan disintegrates after the head of the clan kills the Treekeeper in a fit of rage. Half the clan flees Alfheim in shame, a quarter slaughter each other in a pointless bout of self-loathing, and the remaining quarter join other clans. Clan Long Runner offers the Grunalfs a branch from their tree to grow a new Tree of Life, which they gladly accept. Red Arrow supplies one to the Mealidil and Erendyl supplies one to the Chossum. Redsword Truetalker also convinces the Treekeeper of his clan to supply a branch to grow a Tree of Life in Alfheim Town, both in commemoration of its citizens' valor and in the hopes that it will take the spiritual place of the fallen Fealdil.

What this means:Thar's forces are much weakened, and so are the Alfheimers. The Shadow Elves now make plans to do further damage. Atzanteotl begins to whisper among the scattered Fealdil, planting the idea that the loss of their tree is all the fault of the clans whose trees survived.

What the PCs can do:There is great potential for PC action here, from saving the Trees of Life to defending Alfheim Town to joining the raid on Thar's war machines. A PC who finds a way to prevent the death of the Fealdil Tree of Life would be able to prevent a great tragedy.

Summer 1006: Fall of the Black Eagle

Duke Stefan calls up peasant levies and sends to the Elves and gnomes for aid as the Black Eagle marches down the road to Specularum. Hordes of humanoids pour out of the Atlan Tepes, laying waste to the northern Karameikan settlements. Many of his vassals can send no aid, and Baron Kelvin is gone with much of the army, out of touch somewhere in Darokin. But no one, not even his enemies, wants to see the Black Eagle win, and Thyatian and Traladaran stand together in this moment.

It is not enough. The Black Eagle wins the first battle, driving back the army into Specularum and trapping it. A long seige seems inevitable. A small Thyatian naval force moves in, cutting off supply by sea. Hunger begins to rise, as the city was not prepared for a siege.

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Salvation comes from an unexpected source. For years, the Black Eagle has harrassed the Shires. Now they take advantage of his absence. The Fangs of the Shire march east and pour into the Black Eagle Barony, liberating Fort Doom. The League of Armed Neutrality sends a combined fleet and dares the Thyatians to attack it. The Thyatian commander, not wanting to spark a war, withdraws to Machetos. The Black Eagle withdraws and heads for Fort Doom, hoping to recapture it.

Mercenaries from Ierendi, Minrothad, and the Shires land with the fleet and join the army of Karameikos as it follows the Black Eagle.

Caught between two armies, the Black Eagle tries to withdraw north to join with his humanoid allies. Returning Karamekan forces under Baron Kelvin and a militia force from Luln under Mistress Saschia approach from the north and box him in. He is caught and forced into battle. Bargle escapes, but Teldon successfully polymorphs the Black Eagle into a pink parakeet. He is then hauled back to Specularum and kept in a cage.

Duke Stefan now appoints his son Valen as the new Baron of Halag (formerly known as Fort Doom) and appoints Mistress Saschia as Baron of Luln. The army then turns and drives out the humanoids from northern Karameikos.

What this means:Karameikos is rid of a thorn in its side, and it recieves an offer to join the League of Armed Neutrality. It does so. It will be too preoccupied with internal affairs to aid Darokin this year any further. Thincol's revenge has backfired.

Summer 1006: The Heldannic Knights Retreat

The new commander of the Heldannic Knights, Knight Commander Hans von Gauss, pulls out of Norwold, falling back to Heldan. Oceansend is left to face the victorious advance alone.

The King of Oceansend, faced by Ericall's victorious army and enough dragons to turn his city into an ashpile, sues for peace. He is forced to renounce his kingly title and become the Duke of Oceansend, which galls him. Ericall sweetens the pill by promising him Landfall for his second oldest child. Lernal grumbles but can do nothing. By mid-fall, Ericall's forces have reclaimed Norwold.

What this means:The Heldannic Knights begin to consider making peace, but Vanya orders them not to. Ericall prepares to invade Heldan.

What the PCs can do:Suicidal PCs can fight Ericall and his troops. Those with dominions in Norwold may become involved in the 'negotiations' with Oceansend.

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Fall 1006: Kol Triumphant

Kol's forces defeat the last holdout clans and unite the kobolds of the Hardanger range. Kol declares the Hardanger Kobold Empire, and begins to build an underground city to serve as its capital. He also sends scouts to see if Soderfjiord's war with Ostland makes it vulnerable to assault.

What this means:Trouble for the Soderfjiord Jarldoms.

What the PCs can do:Not much, although Kobolds could join in the glorious war or become part of a spy force that tries to infiltrate Castellan and gather intelligence. Perhaps they could try to pass as Halflings...well, it would be good for a laugh.

Fall 1006: War in Ostland

Hord leads his forces back from the Isle of Dawn to try to crush the Ostman rebellion. The result is a series of inconclusive raids and naval battles in the waters of Ostland, a stalemate.

Both sides try to gain the aid of Vestland, whose power could break the tie. Vestland remains wary, fearing to chose sides in the war of empires.

What this means:The war seems likely to be bloody and inconclusive. Vestland's decision will turn the tide to favor whoever it supports. The Vestlanders are inclined to aid the rebellion, but fear Thyatian reprisal.

Fall 1006: The Radhirajah Drives North

The Radhirajah's forces push north, securing Sayr Ulan and forcing the would-be usurper further north. He then seizes Palkat, forcing the Usurper west. This cuts off the Desert Master's forces in Western Darokin from reinforcement.

What this means:Things look ugly for the Master's forces, but he still has a few trumps to play.

What the PCs can do:More military fun.

Fall 1006: The Abandoned Nation

As per 'The Immortals' Fury'.

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However, this is followed by Thar and every other humanoid in the mountains around Rockhome pouring into Rockhome now that there are no dwarves on the surface to fight them. The result is a long war for control of Rockhome.

What this means:When the Dwarves come back up, they'll have a war on their hands.

What the PCs can do:PC humanoids have a great chance to carve out their own empire.

Fall 1006: Tiger Clan Falls Back, Sends for help

The Tiger Clan, hit hard by the other tribes' raiding, pulls back to now only hold two of their new cities. 'Wogar' and his humanoids take control of the other three and raid both sides. This war seems to have hit a point of stalemate, especially after winter forces the Elk and Bear forces to withdraw.

Atzanteotl decides to aid Danel's people. He sends omens which lead a group of them to the World-Elevator, and down into the Hollow World, where they encounter the Azcans. With his influence, one of the younger sons of the current emperor agrees to accompany them back to the surface world with a small army, figuring he will carve out his own empire.

What this means:The Atruaghin Clans are about to be in serious trouble. Fortunately, the complete process of getting this aid takes months.

What the PCs can do:Atruaghins Clans PCs could be warned by Atruaghin or other immortals and try to stop the group that uses the World Elevator. A good excuse to send people running about the Hollow World.

Fall 1006: Bad Magic Points Spread

Thornbush begins to vomit forth far more monsters than usual, and the other bad magic points are also more active than normal, though to a lesser degree. Also, mushrooms are beginning to grow all over the forest at an unsually high level. Elven scholars study the point and deduce that the death of four Trees of Life has caused the fabric of the magics that sustain the forest to begin to unravel. They believe, however, that the new Trees of Life will come to maturity fast enough to prevent disaster.

What this means:Under normal conditions, the scholars would be right. But Shadow Elf agents are beginning to shove things into the cracks to widen them, in order to begin transforming the forest to be hospitable to themselves.

What the PCs can do:

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They can study the magic points. They can try to track down the mushroom's origins and identify the Shadow Elves as culprits. Not much else they can do here.

Fall 1006: The Battle of Eriadna

Between humanoids and Ethengarian raiders, every village south of Glantri City has burned to the ground. Worse yet, the two groups seem to be planning to settle in for the winter, and the Ethengars have begun to raid north of Glantri City. When the realization strikes that there is nothing to prevent the Ethengars riding right past Glantri City and sacking the other principalities at will, the Council of Princes overrule Jaggar and march forth to try to catch and battle Moglai Khan himself using their cavalry forces, leaving the infantry behind with Jaggar to defend Glantri City.

Jaggar informs their heirs to prepare themselves to assume the duties of princedom. He also secretly appeals to Karaash for help, knowing Glantri cannot possibly fight the humanoids and the Ethengars.

Under the command of Prince Volospin Aendyr, the army marches south along the river, following scrying reports of Moglai's location. Unfortunately for them, Moglai Khan is not so stupid as to allow himself to be scried. Using Screen and similar spells, his Hakomans and Akmed hide his true location and lure the army to Eriadna. He sets up his Court there, but mans it only with illusions, dummies, and a handful of real troops. The army of Glantri cuts off the town, which is nestled in a river bend and pours into it, believing they have the Khan trapped.

Instead, Ethengar forces move in, trapping them in the bend, and procede to pound them with arrows and magical attacks. To their credit, the Glantrians fight their way out of the trap and manage to retreat to Glantri City, but the cost is heavy. Princess Carlotina, Princes Vlaardoen and Aendyr, and over half the cavalry are killed during the battle and retreat. Prince Innocenti survives, but descends into paranoia. He tries to kill Jaggar, claiming Jaggar betrayed them, then disintegrates Prince d'Ambreville. A hail of spells rain down on him, but he vanishes thanks to a Contingency spell. He is declared deposed and Jaggar wishes Etienne back to life. Efforts to recover the other dead princes with wishes fail.

Jaggar appoints Jherek and Urmahid to build a cavalry force capable of engaging the Ethengars. He also gets Prince Malachie to employ his lycanthropes as a scout force to provide more warning of attacks and to discourage raids past Glantri City.

Etienne d'Ambreville, stunned by what happened to him, decides to bring Jaggar into the Brotherhood of the Radiance, so that he can use its secrets in defense of Glantri.

What this means:Jaggar will not be challenged again. The Ethengars are too worn down to take any further action as of yet, but begin building more siege engines to use next year.

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They also struggle to deal with Elven guerillas in Erewan's forests, who they are unable to defeat. Blackhill and Caruenze are largely occupied by humanoids, joined by more who move down from the mountains.

What PCs can do:PCs with enough political pull might be able to prevent this disaster, though it would be hard. Those who support Jaggar will end up looking very good. PCs with horse archer training can make good money training others under Jherek and Urmahid. Ethengar PCs can slaughter lots of Glantrians

Late Fall 1006: Karaash Aids Glantri

Karaash hears Jaggar's appeal, and decides to grant it in his own way. He inspires four leaders of the Krugel Horde to take their men on a long dangerous underground trip through the crust which will eventually lead them to erupt from the ground in southwestern Glantri in the spring.

What this means:Help is coming, but it will be slow help, since Karaash can't just directly teleport them to Glantri.

What the PCs can do:The Krugel Horde does not find cavern networks to be its natural terrain type. Heroic Krugel orcs will have lots of chances to struggle against nature, even with their clerics of Karaash being completely gung ho to help out.

Winter 1006: Thincol's Deal

Thincol sees things aren't going well for Thyatis so far. Morale is still not good. Thyatis' allies are going down hard and now Karameikos has joined the League of Armed Neutrality, who he regards as Alphatian pawns, although he respects them for their efforts to be tricky about it. He needs a massive PR boost. Something to show the Empire isn't down and out.

When the Duke of Machetos dies without an heir, Thincol has his chance. He has long been aware of the gladiator Anaxibius' efforts to secure the Duchy of Machetos for his family and of his daughter's affair with the man. He is also aware that Anaxibius is the most popular man in Thyatis. Now he decides to exploit that. He invites Anaxibius to the palace, and offers him his daughter in marriage and the Duchy of Machetos if he will go to the Isle of Dawn and take command of Thincol's armies.

Anaxibius accepts. He and Stefania are married the next day, and the day after that, he sails for the Isle of Dawn.

To add to the PR coup, Thincol convinces Tredorian, Eriadna's son who is theoretically a hostage, to accept command of an expeditionary force that is

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theoretically bound to assault the Alatian Islands. News of this sends a shockwave of horror through the Alphatian ranks.

In a countermove, Eriadna dispatches Zandor to command the defense of the Alatian Islands, announcing that he intends to bring his errant brother home for a spanking. She also convinces Asteriela, her 'hostage' and daughter to Thincol, to publically declare her allegiance to Alphatia. Asteriela is sent to the Island of Dawn to give speeches on how much of a terrible beast her father is.

What this means:Thyatian morale is up, and Eriadna's countermeasures can't really match it. Tredorian is not really going to attack the Alatians; he's being sent to Esterhold, where Thyatian agents have been stirring up the Jennites to rebel.

Winter 1006: The Desert Master Plays His Trumps

The Desert Master's fleet suddenly appears off the coast of Sind and destroys the Sindhi fleet in a single battle. Mercenaries occupy the coastal cities, forcing the Radhirajah to put his weary army in motion again to try to drive them out. This enables the Desert Master's ground forces to retreat to northern Sind, where they take up winter quarters. The Darokinian forces move to reclaim Akesoli and wait for better weather.

Meanwhile, his agents move in Darokin, preparing to tamper with the upcoming Darokinian elections, which is his next major plan. They plan to replace key figures with dopplegangers and control others with magic, and thus take enough control to sabotage the war effort.

What this means:The Desert Master is running out of resources, but if he can hold out long enough for his next plan to play out, things may turn around for him.

What the PCs can do:Militarily inclined ones can fight. Those involved in Darokin politics may become doppleganger targets. Possibly an ally suddenly changes his political tendencies, arousing them to investigate.

Winter 1006: Ylari Raid Thyatis

[Highly modified version of the 'The Immortal's Fury' event] Despite the mysterious disappearance of the scholars who presented it, the Emir of Abbashan, Babrak Al Kalim (a descendent of the great Al Kalim himself) has come to accept the claims that other nations are stealing the rain that rightfully belongs to Ylarum. He convinces the impressionable young Emir of Dysthenia, Babuk Hadi, to join him in a raid on the unbelievers, in the hope of provoking a general war. Normally, he would be too cautious and rational to try this, but he has fallen under the

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influence of Yussef ibn Farouk, a charismatic dervish who has confirmed his suspicions. He is unaware that Yussef is actually a mortal identity of Valerias, who hopes to cause more trouble for Thyatis.

Together, they lead 3 regiments of troops, a little over 2,000 men, to seize Fort Nicos and thus open a road to capture Biazzan, a Thyatian duchy with a largely Alaysian population. Unfortunately, the local commander, knowing of the growing anti-Thyatian sentiment in Ylarum, has the sense to keep sentries, and thus spots the invasion force. He allows it to get quite close to the fort...then triggers the dwarven-made rockfall traps installed along the narrow pass at the same time as the fort, traps designed to seal the pass.

Skillful dwarven craftsmanship does its job. Seventeen hundred troops are trapped on the far side of an avalanche that will take weeks to clear. Several hundred, along with the meagre seige equipment, are crushed flat. And a little over a hundred, including the two Emirs and Yussef are trapped on the Thyatian side of it with three hundred cranky Thyatian soldiers. The result is a massacre. The Emir of Dysthenia is slain. Yussef saves the Emir of Abbashan's life, but they are both captured.

Leaderless, the remaining Ylari flee back to Ylarum. Yussef and the Emir of Abbashan manage to escape, and make it back to Ylarum by spring. But in their absence, the enraged Sultan, backed by the other Emirs, declares the Emir of Abbashan deposed. He appoints his brother as the new Emir of Abbashan, and appoints an older cousin of the dead Emir of Dysthenia as the new Emir of that land.

What this means: Thyatis choses not to declare war, accepting the Ylari excuse that it was the act of rebels against the government. Not wishing to risk another raid, however, they leave the pass choked with rubble.

In Ylarum, the Kin faction do not accept the Sultan's actions and are now enraged. When the Emir returns to Abbashan, he finds an army waiting for him as many of the nomad tribes flock to him. Meanwhile, the army of Ylarum and the cities are largely loyal to the Sultan. The setting is set for war.

What the PCs can do:Ylari PCs might be able to infiltrate the fort and prevent the rock traps being used, thus enabling events to match the canonical event from 'The Immortals' Fury'. Alternately, they might be able to save the Emir of Dysthenia and the cut off troops.

Thyatians might manage to capture both Emirs alive. They also might accidentally slay Yussef, thus earning Valerias' enmity.

Winter 1006: Head of Ostman Clan Gets New Patron

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The head of the Ostmans, desperate to stave off his rotting disease, sells himself to the cult of Hel, who prove able to stop its course and reverse it...so long as he recieves periodic treatments from them. This effectively turns him into their obedient pawn.

At the same time, it strikes fear into the heart of the Ostlanders, as the Death Curse of the High Priest of Odin has apparently been thrown off. King Hord is shocked, and most conclude dark magic must be responsible. Very powerful dark magic.

The new High Priest of Odin, Snurl the Wise, hurls more curses impotently at the head of the Ostmans and at Ragnar. These curses also fail to bring them down. Bad winter weather and snow prevents any further fighting.

What this means:Hel now has a tool to stir the waters. The Ostlanders suffer another blow to morale.

What the PCs can do:PCs might stumble onto the head of the Ostman clan's secret, in which case they'll have to run a gauntlet of Hel worshippers to get back to whoever sent them to spy on them.

Spring 1007: Dunadale Collapses

Anaxibius, having studied the military situation on the Isle of Dawn over the winter, concludes that trying to conquer the whole Island is pointless. If the Thyatians try to advance everywhere, they'll end by not conquering any of it. He dismisses the southern half of the island as not worth fighting over; the key is to take the northern half in order to open the way to assault Alphatia itself.

Bringing up further levies from Nuar and Ochelea to hold the southern and central forces, he concentrates the available naval, air, and mainland Imperial land forces to strike at Dunadale. Dunadale falls after a short battle and siege as troops swarm into it from both the south and northeast.

The Alphatians are slower to get started, but they successfully defeat the forces in the central portion of the island and besiege the two fortresses which block the approach to Newkirk.

What this means: Having secured the poorly defended north, Anaxibius will now turn his troops south to deal with the central region. He now possesses bases from which his navy and air force can raid the Alphatian supply lines to the Isle of Dawn. While the Alphatians do control West Portage, it is hard for them to build up an effective fleet there from which to raid Thyatian supply lines, although the pirate swarms do much of that work for them.

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Spring 1007: Esterhold in Flames

Tredorian's expedition, carrying a hundred priests and priestess of Tarastia, in addition to two cohorts of troops (6,600 men), arrives in Esterhold. They invite the Jennites to join the Thyatian Empire and claim their freedom. The result is a bloodbath as slaves rise up and the Jennites of the plains invade. The Jennites of Skyfyr, used to a more settled life, elect a king and swear fealty to Thyatis in gratitude. The tribes of the plains sack Faraway, then sign an alliance with Thyatis.

What this means:Zandor sits around the Alatians, waiting for an attack that never comes. Esterhold's gold will now flow to Thyatis instead of Alphatia. And Tredorian gains a new confidence in his abilities.

What the PCs can do:They can help tear down Esterhold and leave a trail of Alphatians in their wake.

Spring 1007: Sind and Darokin Get Help

In the spring, forces from Karameikos and the Five Shires come to the aid of Sind and Darokin in large numbers. In addition, the Draconic Alliance sends a force of dragons who give aid to the Maharajah in return for the granting of the lands of the traitor rajah of Kadesh to them. A Ruby Dragon named Oylarn becomes Maharajah of Kadesh (taking the name Salmalin, which means 'taloned' in the language of Sind), and his companions are recognized as members of the warrior, priest, and mage castes as their talents dictate. Many Sindhi grumble, but the Radhirajah knows he needs the help and Ixion grants approving omens to the priests when they consult him.

The combined forces assault, and by early summer, the Desert Master's forces are running for their lives.

What this means:The war in Sind is basically over. All that is left is for the Desert Master to curse his foes with disastrous consequences...

What the PCs can do:They can kick the Desert Master's forces in the head.

Spring 1007: Azcans Begin to Arrive in Atruaghin Lands

It is a long, slow process, but some five thousand Azcans manage to make it up the World Elevator before Atruaghin realizes someone has been tampering with it. He soon discovers it has been altered (by Atzanteotl), to no longer slay Chaotics when it crosses the World Shield and that the protective magics have been altered to

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prevent his followers finding it. He fixes the changes and ceases the transportation before the remainder of the Azcan army can arrive.

But it is too late for him to take any direct action against the five thousand who have arrived, and who join the Children of the Tiger. They crush the last remain of Wogar Reborn's forces and slay him. They then claim the coastal colonies as their own, the price of their help, and begin methodically enslave captured Children of the Turtle, Elk, and Bear. Chapultapec, the expedition leader, proclaims himself Emperor of the New Azcan Empire.

All does not go entire well for them, however. The existence of a sun unlike the one of the Hollow World shakes the faith of many, and with their escape from the Spell of Preservation, doubts begin to spread. But for the moment, their victories wipe away fears and wonders.

What this means:The Children of the Tiger are back to square one, and begin plotting to get even with the ones who betrayed them. The New Azcan Empire will face a rocky road as well, as they try to adapt to their new land. The Children of the Turtle continue their guerilla warfare from their islands.

What the PCs can do: They can fight for any of the groups involved. Perhaps Atruaghin sends them to find out where all these Azcans are coming from.

Spring 1007: Norwold Attacks Heldan

Sans Dragons (the King of the Wyrmsteeth Mountains, having fulfilled his promise and gotten his payment, goes home with his dragons), King Ericall tries to stage an invasion of Norwold. Unfortunately, the Heldanners respond vigorously. Backed by massive peasant levies, who dislike the Heldannic Knights, but dislike outsiders even more, they manage to repulse Ericall's forces.

The Heldannic Knights go on the defensive while they continue to build more skyships and replenish their fallen forces. They send a small force to aid Glantri in reply to its pleas for help.

What this means:This part of the war is stalemated. It will take a few years for the Knights to be ready to launch an offensive war, while Norwold lacks the manpower to do more than annoy the Knights.

What the PCs can do:Fight a lot.

Spring 1007: Great Reckoning Begins in Darokin

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In Darokin, the Great Reckoning begins. Since there will be an election in the fall, the results of this could change the political balance in Darokin. Tax cheating seems to be up this year, in part because of the machinations of the Desert Master's agents. While changes in the war make it clear he can't beat Darokin, he still hopes to corrupt it and make it destroy itself.

What this means:Everyone expects a massive political shakeup, thanks to the effects of the war. They're going to get it.

What the PCs can do:They can stumble onto the Desert Master's agents and expose them, thwarting his plans or at least putting a large dent in them.

Spring 1007: Jennites Steal Nithian Lore/Senkha Makes Her Move

The Jennites, guided by dreams from Tarastia, manage to raid into Nithia and steal spellbooks containing many of the new Nithian battle magics. They then begin the long trek to Milenia, hoping to use them to bribe the Milenians into marching against Nithia.

Meanwhile, in Nithia, Queen Tafiri finally goes too far in her flirtations when she flirts with the Milenian ambassador. She is murdered by an angry courtier and the ambassador dies as well. Senkha begins to press her affections towards the Pharoah, who isn't quite sure what he thinks. His other wives are sure what they think; they all hate her. He decides to appoint her to lead an expedition to punish the Jennites for their earlier attack. She begins building a force for a summer campaign.

What this means:Djelmun investigates and discovers that the Milenian Ambassador had been trying to use the Queen to steal the secrets of the new battle magic. The murder was really an act of passion. She is relieved that her friend Senkha seems to be innocent.

The Milenians are outraged, and accept the Jennite offer. Many Jennites, on the other hand, are quite nervous about offering the information to the Milenians, who have also been their enemies before. Some begin to try to deduce the secrets themselves. Milenia declares war on Nithia secretly, simply sending a large expedition armed with battle magic to attack.

What the PCs can do:Heroic Jennites can steal the secrets of battle magic. Heroic Nithians can investigate the murder for Djelmun. Heroic Milenians can try to agitate for a war of revenge.

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Spring 1007: Fall of Klantyre

In the spring, everyone expects the Great Khan to besiege Glantri City, but instead, his forces circle round the city and head north with their seige equipment. They destroy the forces protecting the pass to Boldavia, and the horde stationed in Boldavia, along with a force of Boldavian peasant soldiers, march in.

Led by the Order of the Claymore, the peasants and non-mage children and relatives of the nobility of Klantyre revolt. Sir Duncan McGregor is declared King of Klantyre and swears fealty to the Great Khan.

Jaggar is forced to act, for he cannot keep Glantri City supplied if any more land falls to the Great Khan. He dispatches a small force that successfully clears out the remaining Ethengars and humanoids from southeastern Glantri. Leaving a substantial garrison to protect Glantri City, he marches north to confront the Khan.

The new cavalry forces perform well at the battle of Tavish, but the Great Khan defeats Jaggar. This time, however, the Glantrian army successfully withdraws in good order to Krondahar. For now, the war pauses with the Great Khan restricting himself to raids while he waits for his new subjects to finish organizing and training their army.

What this means:The Great Khan will likely strike again. While he has lost control of Southern Glantri, he can easily regain it if he wants it. Circumstances beyond anyone's control are about to soon change matters in Glantri, however.

What the PCs can do:Lots of opportunity for military action here. Members of the Order of the Claymore can help organize the revolt.

Summer 1007: Curse of the Desert Master

As per 'Summer, Year 1,006: The Master's Revenge' in 'The Immortals' Fury', but with additional consequences.

The humanoid hordes are squashed flat for the most part, having settled down in the area that becomes a crater. A few days later, the regiments of the Krugel Horde erupt up out of the crater, further confusing people, and take control of it, quickly beating the surving humanoids into submission to Major Udbak, a wokan who has emerged as the leader of the expeditionary force over the course of the trip. Major Udbak then offers to aid against the Ethengars if they will make him a Prince of Glantri. Jaggar forces down all opposition, pointing to the desperation of the situation.

What this means for Glantri:The stage is set for a confrontation in the fall.

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Summer 1007: Zandor invades Ochalea

Zandor leads 2 divisions in a surprise attack which seizes Beitung. Collaborationists under the leadership of Han Zhou rise up around the city, and Zandor crowns Han the King of Ochelea. Han pledges fealty to the Alphatian Empire and calls upon his fellow Ocheleans to remember their Alphatian heritage. They do remember it; they remember how their ancestors were shunned for a lack of ability to cast wizard spells. They came to Ochelea to escape the Alphatians.

The majority of the population rejects Han Zhou and Zandor, especially when Zandor's usual behavior (being a bastard) manifests. A hastily assembled army forms which fights the Alphatians to a draw.

Thincol sends Eusebius to the aid of the Archduke of the Ocheleans with two Imperial Cohorts and recalls the cohort of Ocheleans sent to garrison the southern Isle of Dawn. By the time the campaigning season ends, Zandor has been confined to Beitung itself, which must be supplied by sea.

What this means:While the Ring of Fire has tried to stir their Ochelean followers to revolt, Koryis suppressed the rebellion because he wants to keep Ochelea as it is; adhesion to the Alphatian empire would likely damage the culture, which is one of his greatest strongholds. In addition, he doesn't want to see a maniac like Zandor on the Alphatian throne, and this disgrace will weaken his chances. Not that he sees Eusebius as much better, mind you.

What the PCs can do:Ocheleans can be drawn into or fight the pro-Alphatian conspiracy and become involved in the fighting.

Summer 1007: Hinterlands Rebel

A small Alphatian expeditionary force lands in the Thyatian Hinterlands and provokes a rebellion by the tribes. However, the Thyatianized Hinterlanders fight for the Empire, and the war bogs down into a string of guerilla actions.

What this means:More trouble for Thyatis. The presence of an assimilated group of Hinterlanders and the greater kindness of the Thyatians (well, relatively greater kindness) prevents a revolt on the scale of events in Esterhold.

What the PCs can do:PCs might root out Alphatian agents and give early warning...or BE Alphatian agents.

Summer 1007: Battle of East Portage in Isle of Dawn

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Anaxibius drives his forces forward, trying to push through and seize East Portage. Alphatian reinforcements from Belissaria and Thothia arrive, however, and the resulting massive melee becomes his first defeat. His forces fall back on Newkirk in good order.

Meanwhile, a small Alphatian force seizes the Tower of Lucinius to the south, and the air fleets of the two nations fight a series of battles across the central Isle of Dawn.

What this means: The war on the Isle of Dawn is stalemated.

What the PCS can do:They can fight in the battles or scout or spy for one side or the other.

Summer 1007: Showdown in Ostland

Thyatian and Alphatian fleets join the two sides of the conflict in Ostland, which culminates when King Hord's forces try to storm Ostmanhaven. He successfully rescues Yrsa, who is still captive, but is slain fighting against Erik Gunnarson, the head of the Ostmans. Yrsa escapes with young Prince Finn. He is crowned king in Helskir, but the clans of Ostland lose the will to fight. The priests of Frey and Freyja negotiate a peace settlement. King Finn Hordson takes the throne, but the Ostmans gain autonomy and he is forced to swear an oath before Odin that there will be no more raids against Soderfjiord. Ostland is also forced out of the war between Alphatia and Thyatis.

Ragnar returns home in triumph, and the Jarls of Soderfjiord crown him King of Soderfjiord. He begins raising more troops and making preparations to move against the gnolls and kobolds next year.

What this means:Ostland is out of the war and likely to be plunged into internal weakness under a child king. This could be Yrsa's chance to force modernization...or it could lead to the cult of Hel's ascendance due to its power over the rising Ostmans.

What the PCs can do:If the PCs can prevent King Hord's death, the war will drag on. If they can capture Erik Gunnarson, the war will swiftly end.

Summer 1007: Civil War in Ylarum

The Alphatians offer to aid the Emir of Abbashan, but he rejects aid from Unbelievers. After a series of clashes, his forces confront the Sultan's army at

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Fabia when the Sultan attempts to besiege it. The Sultan crushes his force, then pursues him across the desert, easily seizing Abbashan.

However, the Emir escapes into the desert, where the nomadic tribes hide him. The war turns into a series of small scale clashes between highly mobile forces which drags on through the fall and into the winter. In much of Ylarum, life returns to normal, but the desert interior of the Emirates becomes very dangerous to cross.

What this means: Ylarum becomes a more dangerous place for foreigners who don't stick to the fringes, and the Sultan gains a thorn in his side.

What the PCs can do:PCs who manage to capture the Emir of Abbashan somehow will gain the Sultan's eternal gratitude.

Summer 1007: Battle of the Four Armies

Under General Tythus, the Milenians march east to meet their Jennite allies and strike at Nithia. The Nithians march west, and are joined to their surprise by a large Tanagoro force (The Tanagoro king fears a Milenian/Jennite victory would mean he would become their next target). The four armies meet in the bloodiest battle in the history of the Hollow World since the suppression of Nithian battle magic by the Immortals.

As is customary, both sides claim the victory, then withdraw to their home bases. The Jennites pursue the Nithians, harrassing them, but are repulsed when they try to invade Nithia proper. They redouble their efforts to puzzle out the magical secrets, but just can't quite get the knack of it (thanks to the spell of preservation making them inclined to not want to be mages, since it isn't part of their traditions).

What this means:The war will continue, but now the Nithians have lost their exclusive hold on this battle magic. Senkha returns as a war hero and continues her pursuit of the Pharoah's heart. One of his other wives has a heart attack, but again, there is nothing to connect her to it.

What the PCs can do: Fight in a really big battle, and make a LOT of saving throws.

Fall 1007: Battle for Bergdhovern

Backed by Klantyre foot and Boldavian levies, the Great Khan takes his siege engines and strikes at Kopstar. Jaggar moves his combined forces of Glantrians, Heldanners, and Krugel Horde Orcs to meet them. Jaggar manages to fight the Great Khan's forces to a draw, but they then break up and ravage Bergdhovern and

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Aalban just as the harvest is coming in. Famine results and they withdraw to Klantyre.

What this means:Jaggar has built a force capable of at least holding its ground against Moglai Khan, but Glantri is being torn into bits in the process of trying to stop him.

What the PCs can do:Lots of changes to fight Ethengars or Glantrians, as your tastes and sympathies dictate.

Fall 1007: Ramose Marries Senkha

Pharoah Ramose marries Senkha and makes her chief wife. All the other wives immediately begin plotting against her, but since their combined brain power couldn't power a 2 watt bulb, this isn't much of a threat. The Southern King, however, begins plotting intensely against her. Until he falls on a knife--fifteen times--and is immediately eaten by wild dogs--in his bedroom.

Evil priests of Thanatos are revealed to be behind the killing, and they are castrated and their tongues cut out by the Pharoah's orders. Tarala, the Nomarch of Hapta, is appointed the new Southern King by the priests, chosen in recognition of his contributions to the expedition that defeated the Jennite incursion.

What this means:Tarala, like Senkha, is under the influence of the Towers of Soth and Sekhaba. With him in place, Ranivorus and Thanatos hope to bring about a new Nithian Dark Age.

What the PCs can do:They might be able to discover the plot and prevent the murder of the old Southern King, although if he lives, that too will present problems for Nithia.

Fall 1007: The Great Reckoning and the Election of 1007

The combined effects of the comet, Ylari Civil War, and the war with the Desert Master heavily shake things up in Darokin. Umbarth house is the worst hit, nearly wiped out by the invasion. The new alignment of houses is as follows:

1. Linton (up from second)2. Mauntea (down from first)3. Hallonica (no change)4. Corun (from fifth)5. Pennydown (from sixth)6. Toney (from eighth)7. Al-Azrad (no change)

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8. Umbarth (from fourth)9. Franich (no change)

Thanks to the Desert Master's machinations, six newly elected members of the Outer Council (37 people) are dopplegangers or pawns under his control, and another six are generally favorable to the policies he wants instituted. Two of the six innner council members are under his control, but Lucius Linton now becomes Chancellor of Darokin, and he is free of the Master's influence.

The decision is made to not intervene in Glantri; Darokin is exhausted, and tax revenues will plummet because the Total Wealth of the inhabitants of western Darokin has plummeted. Furthermore, a poll tax (fixed value per head) is voted to raise funds to help rebuild western Darokin. While the basic idea of helping to rebuild the devastated areas is popular, the method of taxation is not.

What this means:Darokin is in no shape to help any of its neighbors, and no mood to do so either, although if Karameikos or the Shires calls for help, it will likely come. The Desert Master's agents begin to work to subtly darken Darokinian society, encouraging selfishness and a willingness to ride over others to get wealth, made easier by the fear of many that their wealth could be wiped out in an instant, a fear that was aroused by the meteor and the invasion from the Desert Master. Priests of Talitha, Masauwu, and Loki find fertile ground.

What the PCs can do:They can help root out the Desert Master's agents and reduce the damage done to Darokinian society, although some turning inward is inevitable.

Fall 1007: Zandor Abandons Han Zhou

Zandor, fearing he will be captured by Eusebius, abandons Beitung, pulling out his troops and leaving Han Zhou behind to face the music. Eusebius, being a cunning man, offers to pardon Han if he and his rebel forces will join the Thyatian army. Han takes the offer and swears revenge on Zandor.

Eriadna, angered by Zandor's behavior, but also realizing it was wisest not to fight to the death, sends him to Bellisaria to build up forces to deal with the Esterhold revolt. She tells him that another such blunder will result in him losing any chance of taking the Imperial throne; bring back his brother _alive_ or else.

What this means: Eusebius comes out of this smelling like a rose; Zandor is in the doghouse. Thus is demonstrated the difference between a smart evil bastard and a dumb one.

What the PCs can do:If they can capture Zandor, they'll gain large reknown. If they come up with a way for Zandor to save face, he'll be grateful--not that Zandor's gratitude is much better than his enmity.

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Fall 1007: Shadow Over Alfheim

As a great cloud spreads over Alfheim, the trees of the forest try to adapt by spreading out their branches as best they can to gather more light. This has the effect of cutting off light to the land below the trees. Much of the underbrush of the forest begins to die, although the mushrooms flourish, spreading like wildfire. Around the Good and Bad Magic Points, they begin to grow to huge sizes, replacing the dying underbrush to some extent.

Unnoticed, agents from the universe that touches on the point known as Goblin Park slip through and begin to infiltrate the forest, scouting it out, using their powers of illusion and shapechanging to mask themselves.

What this means:The machinations of the Shadow Elves continue, but an evil unanticipated by them is about to be unleashed before they are ready to act...

What the PCs can do:Those who discover the infiltrators can take early action to deal with the invasion, and maybe even prevent it. Those who know good ways to kill mushrooms can earn gratitude. Truffle hunters will prosper.

Winter 1007: Forest Elves of Minrothad Send Embassy to Alfheim

Hani Oliwin, the main assistant to the Treekeeper of the Verdier Elves comes to the King of Alfheim, and offers his clan's assistance in dealing with the various problems the forest is suffering in return for a branch from one of the still living Trees of Life to take to his people.

The deal is made, and soon several dozen Verdier Elven scholars come and begin to study the situation. Inspired by Calitha Starbrow, a group of Monitor Elves come as well, and put their water magic skills to use dealing with the disturbances in the rain patterns which have begun to develop.

Hani returns home and grafts the branch from the Tree of Life to the Carven Oak. It transforms into a full-grown Tree of Life, and the immortal trapped inside it (Oleyan of the Sphere of Matter) is released. He is grateful for Ilsundal's assistance in being freed, and he heads to Alfheim to investigate the various problems it is having.

What this means:The Verdier Clan finally has its own real Tree of Life, and Alfheim gets some help.

What the PCs can do:

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They can help negotiate the deal. If the head of the Verdier Clan learns of this deal before it's too late to stop, he might try to send agents to prevent the grafting, for fear it will destroy the Carven Oak before he can get to it to try to use its powers against Oran Meditor.

Winter 1007: Revolt in the Pearl Islands

Agents of Ilsundal stir the Pearl Islands to rebellion. But Korotiku's priests speak against it, since he wishes to keep the islands supporting Thyatis, and thus Glantri. The rebel forces are thus not strong enough to deal with Eusebius, who leads his forces, now strengthened by Han Zhou's ex-rebels, to crush it. The rebellion collapses in days.

What this means:Thyatis holds together. Eusebius can't get anyone to take his victory seriously, though, as no one views the Pearl Islanders as any more dangerous than angry rabbits. This irritates him, especially when Anaxibius continues to be lauded despite his failure to make ground against the Alphatians.

What the PCs can do:If they can capture Eusebius, they can possibly enable the rebellion to succeed. If they want it to fail, they can help that.

Spring 1008: Batu Khan Invades Heldaan

After several years of raiding, Batu Khan decides this is the ideal time to invade the Heldaan freeholds. He strikes north and sends no reinforcements to Moglai Khan. Initially victorious, he is attacked by the main Heldaan army backed up by skyships. He takes multiple flame strikes to the head, then is attacked by a conjured air elemental and dies. His tribe falls back to the steppes and has a civil war over the succession.

What this means:Heldaan faces no effective threats and can now send aid to Glantri.

What the PCs can do:If they can prevent the death of Batu Khan, his forces will continue to harrass the Knights and prevent any aid to Glantri.

Spring 1008: Invasion of Belissaria

Ferried across by a strong Thyatian fleet, hordes of angry, vengeance-crazed Jennites invade Notrion on Belissaria and sack Aaslin. Thyatian forces led by Tredorian garrison the city while Jennite bands ravage the interior. Zandor finishes assembling his army in Horken and marches against his brother. The Alphatian

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naval forces from Horken defeat the Thyatian fleet which brought the Jennites to the island, forcing it to flee back to Thyatis. But Zandor's forces, except for the solid core of trained soldiers from Surshield, are no match for thousands of angry Jennites and battle-hardened Thyatian soldiers.

Zandor retreats to Horken and begins building another army while the Jennites settle in to control Notrion and Meriander.

What this means:Zandor is humiliated, but now Tredorian can gain no reinforcements.

What the PCs can do:Lots of chances to fight.

Spring 1008: Alphatians Ravage Coasts of Thyatis

With half the Thyatian fleet fighting pirates, a quarter ferrying Jennites, and the remaining quarter trying to protect supply lines to the Isle of Dawn, the Alphatian Navy is able to launch a series of unopposed raids along the Thyatian coast line, burning small towns and destroying merchant shipping. Their base at West Portage now pays off.

Efforts by Anaxibius to recapture West Portage fail in the face of stiff Alphatian resistance; fighting on the Isle of Dawn remains stalemated.

In Hattias, the populace, who largely live in coastal towns, are especially enraged, especially after the Alphatians ferry all the prisoners from Borydos over and turn them loose. They demand help from Thincol.

Thincol sends Eusebius to organize the defense of the island as a sign that he takes their complaints seriously, but this is a miscalculation; the Hattians interpret it as a sign that he thinks they are going to revolt. They view him as an oppressor, not a helper, especially when he proves unable to stop the raids.

What this means:Eusebius rapidly becomes irritated with the Hattians, and they with him. He is unable to stop the raids without more ships, which they can't build for him. He especially hates the Storm Soldiers, who he suspects are indeed planning a revolution, and cracks down on them. This makes the Hattians even less helpful.

What the PCs can do:If they can pull a fleet out of their pockets, Eusebius will be very grateful until it's more useful to sell them down the river. If they stop Alphatian raids, the Hattians will at least grudgingly be pleased. If they're Hattian PCs and they show up Eusebius, the Storm Soldiers will greatly reward them and likely try to induct them.

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Summer 1008: The Great Khan Marches on Glantri City

Reinforced somewhat from the Steppes, the Great Khan moves south towards Glantri City, forcing Jaggar into another battle before he is ready.

Jaggar loses, and is forced back on Glantri City, which comes under siege. Then an offer comes of serious Heldanner assistance...but the price is that Glantri must repeal its laws against clerics. Desperate, the Glantrians agree, repealing those laws despite bitter resistance from Morphail.

A Heldaaner force arrives, ferried by skyship. They destroy the siege engines, and force the Great Khan to abandon the siege.

In retaliation, his forces spread out and methodically destroy the crops all over Glantri, then retire to Klantyre, and wait for starvation to kick in.

What this means:Glantri faces famine. The Heldaaner assistance is helpful, especially clerical abilities to create food. But they still don't have the strength to beat the Great Khan.

What the PCs can do:They can try to run food caravans from Darokin through the Broken Lands to help fend off starvation.

Summer 1008: Thyatian Revenge

Anaxibius, seeing the war on the Isle of Dawn is stalemated and that due to the combination of piracy and the overextension of the Thyatian Navy, the war at sea is going badly, decides a bold stroke to raise morale is necessary. He launches the Retebian Air Fleet across the sea to raid Aasla. It burns the city and annhilates the main base of the Alphatian Air Fleet.

What this means:This stroke greatly raises Thyatian morale. But it also angers the Alphatians to a degree that the Thyatians have never managed. The many mages who have largely ignored the war now wake up and realize the Thyatians could potentially do that to their homes, destroying decades or centuries of work. Powerful, experienced mages flock to the Alphatian army, determined to destroy Thyatis before the Thyatians destroy them.

What the PCs can do:Heroic Thyatians can take the war to Alphatia and get to have fun with Sky Ships. Heroic Alphatians can fight desperate odds to defend the hapless cities of the Alphatian Kingdom of Haven.

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Summer 1008: Prophecy of the Mahdi

The Emir of Abbashan organizes another army, and assisted by Yussef (a mortal identity of Valerias, remember), storms out of the desert in a surprise attack on Ylarum. It seems that he will succeed in taking the city, but the Sultan challenges him to personal combat. His pride won't let him refuse despite Yussef's warnings. He nearly beats the Sultan...until the Grand Vizier quietly nails the Emir and Yussef with a Chaos spell. As Yussef looks for its source (he made his saving throw), he is Feebleminded. The Sultan captures the insane pair, and confines them. The Emir's army disintegrates, believing the Immortals smote them down.

The Emir soon recovers, and the Grand Vizier polymorphs him into a nightingale. He is added to the Sultan's gardens. Yussef remains a drooling idiot who the Grand Vizier offers to care for. The Sultan congratulates him on his charity towards misguided fellow True Believers. The Grand Vizier hauls him out periodically to demonstrate what happens to those who defy the government.

What this means:The rumor grows that the Emir was actually smitten by foul sorcery, and that the Immortals have taken him away to rest and be healed. He will soon return to lead the True Believers to victory over the false Council of Preceptors who now rule. The Mahdi will come and lead them to glory over all their enemies. Soon.

What the PCs can do:If they can save the Emir and Yussef from the Vizier, an Immortal will be very grateful to them, and Ylarum will fall into the hands of the Kin faction and go to war with Thyatis.

Fall 1008: Tredorian 2, Zandor 0

Zandor, having built up another army, takes another stab at smashing Tredorian's forces. Instead, the Jennites cut his novice forces to ribbons and send them home crying. To make matters worse, he is captured by Tredorian, who doesn't quite know what to do with him.

What this means:With Zandor out of it, most of the defenses of Belissaria collapse. Only Surshield stands against Tredorian. If the Jennites were more disciplined, he could probably even take that.

What the PCs can do:Alphatians can try to rescue Zandor, or possibly prevent his capture. Thyatians can try to get the Jennites to organize well enough to storm Surshield and complete the conquest.

Fall 1008: Revolt on Hattias

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The Hattians have had enough of raids and Imperial neglect. Led by the Storm Soldiers, they revolt. Vanya tells her priests in the Storm Soldiers not to do this, but they ignore her in their rage, whipped up by their leader. She cuts off their spells, but they soon find another Immortal patron, Hattias himself, who appears to them and urges them onwards.

Port Ham, Vinton, and Fort Southport remain in the hands of loyal troops, but the rest of the island falls to Storm Soldier led Hattians. Eusebius calls for help, but Thincol tells him he will be unable to send much help until the next set of levies can be trained.

Anaxibius, however, decides to help his brother-in-law. He uses his vast personal wealth (no longer needed to try to buy Machetos) to hire Northern Reaches mercenaries, and sends them to Hattias. They drive off the Alphatian raiders, then crush the novice Hattian soldiers. The Storm Soldiers are driven underground, and Heinrich Osterhaus is slain.

What this means:Eusebius is personally humiliated by having to be saved by a rich gladiator. His jealousy and fear that Anaxibius is aiming for the throne reaches the point where he begins to plot against Anaxibius. Anaxibius scores more points in the eyes of the public. And now the Storm Soldiers completely belong to Thanatos, for 'Hattias' is really Thanatos in disguise.

What the PCs can do:If they can defeat the Hattians before Anaxibius intervenes, they can prevent Eusebius reaching the point of actively trying to destroy the man.

Fall 1008: Darokin Feeds Glantri

Darokin ships massive amounts of food to Glantri...in return for massive amounts of money. The Darokinian government, which directs the rescue operation, needs cash to pay off the short term bonds it sold to finance the war. With western Darokin still devastated, agricultural output is down, driving up food prices as well. Linton, Pennydown, Franich, and Corun House make out like bandits by providing both the food and the large loan to the Glantrian government which enables the Glantrians to pay for the food. Other houses grumble the whole thing is a giant graft scheme to benefit Linton and its allies, but are unable to provide food on the scale necessary.

Unfortunately, distribution to northern Glantri, the most devastated area, is greatly hampered by the Great Khan's forces, and many in Bergdhovern and Aalban starve. To add insult to injury, Klantyre and Boldavia record record crops. It is notable that all over Glantri, the harvest is very good when the Great Khan's forces don't wreck it; it's just that in most places, he did wreck the harvest. Only the Sablestone area remains untouched by raids, and many desperate peasants flee there.

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What this means:Glantrians grumble about Darokinian greed, and much of the Glantrian populace calls for some sort of peace settlement. There is great anger at their 'allies', who have given little aid, and demanded payment for it. (They don't think, of course, about their failure to aid their allies meaningfully) Rad turns to desperate measures.

Fall 1008: Rad Grows Desperate

As per the event in 'The Immortals' Fury'

Fall 1008: Invasion of Alfheim

The dimensional barriers at the magic point known as Goblin Park have always been thin. Now, with the magics of Alfheim in flux, they snap entirely. A mile wide rip opens, and the power of the Dimension of Myth flows through the gap, insinuating itself into the cracks and crannies left in the forest's magical field by the death of four Trees of Life. The forest twists and darkens in the regions least protected by the surviving trees, although the fledgling trees in Alfheim City and the homes of the Mealidil, Grunalf, and Chossum clans protect the area immediately around the tree (basically the 8 mile hex it sits in). Thornbush goes berserk as the spreading twisted forest reaches it, spewing monsters like mad. Northern and Central Alfheim quickly become warped, as well as the region around Feador. The far east around Algorn's Last Stand, the region around Pinitel, and the southwestern portion of Alfheim (everything southwest of a line drawn from Dewdrop to Turnclaw) remain standard forest, other than the mushrooms.

Hordes of goblins pour through the dimensional rip, twisted servants of impossibly beautiful elf-like beings who call themselves the Sidhe. While the goblins prove quite vulnerable to attack, the Sidhe themselves prove to be sorcerors of unbelievable power. Mundane weapons bounce off harmlessly, and even some magical weapons cannot hurt them. Many spells fail completely, and others seem to have reduced effect against them, while their powers of illusion and enchantment seem unstoppable.

Their army moves east to Stalkbrow, where their leader Queen Teleute builds a giant castle of ice. She then sends emissaries who inform the King of Alfheim that he and his kin must submit to the Sidhe or be destroyed.

He refuses and appeals to Darokin for aid, and to the Elven Immortals as well. Darokin sends troops and priests for fear the Sidhe will see Darokin as their next target.

What this means:The Sidhe are a race of Titans from the Dimension of Myth. They are quite natural, not created by the Immortals there, and they are blissfully unaware of the

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existence of any immortal beings but themselves. Their powers are tied to their dimension, however, and they can only regain TP or use Immortal Level spells in areas connected to that Dimension. Alfheim's potent magical field enabled them to extend the laws of their dimension over it where the Trees of Life were too weak to override the invasion.

These are Unseelie Sidhe; eternal winter is about to descend over the regions they rule. However, their rule may not last that long, because once Oleyan (see the Fall 1007 event where he is freed) recognizes them, he reports their presence to the Council of Intrusion.

The Council of Intrusion begins making plans to deal with them, hampered by the fact that there are so many of them that a violent solution would likely end with Alfheim reduced to smoking rubble. Further complicating matters is that the Dimension of Myth greatly restricts the magical powers of Immortals (and mortals) who are not native to it, unless they adapt themselves to the mythic pattern of whichever component plane of it they are dealing with. For the moment, they study and begin formulating a plan.

What the PCs can do:PCs who study the forest can determine that within the area affected by the Sidhe, enchantment and illusion spells now have triple normal effects, alteration magic has double normal effects, summoning and divination remain normal, necromancy has half the normal effect, and invocation and abjuration magics plummet to 1/3rd the normal effect. They can also determine that the Sidhe never, ever leave the area under their power, although their servants sometimes do. With investigation, they might also learn that the Sidhe can be repulsed by holy symbols (although they turn as Specials), and that they are vulnerable to cold wrought iron, which dispels all their magic and does damage to them that can only be healed by rest and time.

Winter 1008: The Trial of Alphaks

While the Council of Intrusion studies Alfheim, the Council of Mystara puts Alphaks on trial for dropping a meteor on Glantri. Alphaks tries to blame Loki and the Master's curse, but the junior immortals who diverted it from hitting Darokin City present evidence gathered from the hapless inhabitants of the meteor that Alphaks was responsible.

The Council of Mystara finds him guilty unanimously, and they strip him of enough PP to reduce him to Celestial status. Wrapped in Baaka chains, he is then sentenced to imprisonment in Dungeon, the plane used to imprison the worst Immortal offenders, for a hundred years. This renders him unable to grant spells.

What this means:Alphaks' various cults suddenly find themselves bereft of spells above second level (first and second level spells are powered by the cleric's faith). Many of his minor cults completely collapse as a result, but the mage dominated Alphatian cult of

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Alphaks holds together, although its clerical half loses most of its power. Alphaks suffers several minor strokes as a result and loses more power, barely clinging to Celestial status. It seems likely he'll lose even more in the hundred years to come.

What the PCs can do:As the cults unravel, PCs could stumble onto enough evidence to lead them to other cults, thus enabling a further stomping out of Alphaks' cult. Perhaps the Alphatian government finally finds Alphaks' island and puts the PCs in charge of an assault force to crush it while half the cult is mostly powerless.

Winter 1008: Commandoes Rescue 'Zandor'

A crack Alphatian assault team manages to rescue Zandor, but Tredorian evades capture. They return with him to Sundsvall to take him to the Queen, but Alphatian security discovers in time that 'Zandor' is actually a horrible magical assassin beast. It is killed before it can even get to look at Eriadna. A search begins for Zandor.

What this means:Zandor has been removed (via Teleport Without Error) to Thyatis City, where he is kept quite comfortably in a suite prepared by Demetrion to prevent him being able to use any spells at all. The suite is also scrying-proof, preventing his location by magic.

Thincol now plans to use him to try to force the Alphatians to make peace. His various demands, however, are more than Eriadna can accept, and serve only to further enrage the Alphatian nation. In a fit of rage, she sends a message to Thincol that she doesn't care if he executes Zandor; he would be doing her a favor.

What the PCs can do:They could BE the crack commando team sent to rescue Zandor.

Winter 1008: Council of Intrusions Negotiates With Rad and Rafiel

Khoronus realizes that Rad is from the Dimension of Myth and might have some insights into how to deal with the Sidhe invasion. Rad refuses to cooperate, saying he could care less, and that he won't assist any body that Ixion is part of. Ixion hurls angry threats at Rad, and things threaten to turn into a brawl. To the surprise of everyone, Nyx chides both of them as being childish and delivers a lecture on the duty of Immortals to protect the mortals from invasions from other dimensions. If they want to fight like children, they can step outside and pull each other's hair.

The shamed silence is broken by the arrival of Rafiel, who offers to assist the council. He does not want to see Alfheim ruled by the Sidhe, who his followers could never hope to defeat. He and Rad bicker over this, and then Rad leaves in a huff.

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What this means:Rafiel and Noumena begin studying the fabric of the magic of Alfheim, while Khoronus searches for records of past incursions from this plane of the Dimension of Myth, and Djaea and Nyx take on mortal identities and penetrate the forest to study it from the inside.

Ilsundal and Mealiden guide the Alfheim elves in containing the incursion; the Sidhe controlled area ceases to grow.

What the PCs can do:Not much unless they're Immortals.

Winter 1008: Betrayal in Thyatis City

Thincol stages an elaborate festival, with Zandor in forced attendence, along with other important prisoners (including several captured Belissarian kings and the reanimated corpse of the commander of the forces of Esterhold). Anaxibius returns from the Isle of Dawn to fight in a massive bout against a dozen captured Alphatian mages and warriors. They are supposed to be drugged to make sure they lose, but Anaxibius himself gives them the antidote, as he won't fight in a rigged fight. He is, however, rewarded by being turned to ice and shattered by one of the mages, who turns out to be more powerful than was anticipated.

The mage then attempts to blow Thincol and the rest of the Imperial family to bits, but Demetrion prevents the attack with a Prismatic Sphere. To everyone's surprise, Gabriella stabs Thincol with a Dagger of Venom. Thincol collapses, thrashing as the poison takes effect. Moving with surprising speed, she then tries to Disintegrate Anya, the Emperor's lover, stunning everyone, who didn't think she could cast spells. Anya weathers the assault, however, and begins to beat her down. As Demetrion prepares to cast a spell to suppress her, Zandor suddenly unleashes a Prismatic Spray on the entire Imperial family. In the cramped quarters inside the Prismatic Sphere, it proves quite deadly. Thincol turns to stone. Stefania is injured badly and passes out. Anya falls and begins to gibber mindlessly. Gabriella drops dead. Eusebius is poisoned, but survives. Demetrion is badly injured and briefly incapacitated by pain. Eusebius simply kicks Zandor in the stomach, knocking him through the Prismatic Sphere. Zandor dies, turns to stone, then vanishes into another plane. Demetrion recovers as his ring of regeneration goes to work, and soon defeats the Alphatian mage in the arena.

One of the Empress' servants is revealed to be an Alphatian spy, who helped Zandor get access to a set of spellbooks and replaced the bracelets meant to restrain his spellcasting with fakes. She also armed the Empress with the Dagger of Venom and a Ring of Spell Storing, and egged her on to use them. Several corrupt guards are executed as well. Demetrion returns Thincol to Flesh, but leaves the Empress dead at imperial command. After some experimentation, he manages to return Anaxibius to life as well, while the Imperial chaplain cures Anya's insanity. Thincol orders further investigation.

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What this means:Eusebius is partially behind this; he facilitated Zandor's escape, although it didn't go the way it was supposed to. The mage was supposed to slay Anaxibius while Zandor teleported away with Gabriella as a distraction. If she killed Thincol so Eusebius could take the throne, all the better, but he didn't seriously expect things to get so out of hand. His own close call with death makes him become more cautious. His defeat of Zandor enables him to come out smelling like a rose, though.

What the PCs can do:The PCs might stumble onto the conspiracy before it strikes, and thus prevent the various deaths. With careful investigation, they might also find evidence to implicate Eusebius.

Winter 1008: Disaster on the Isle of Dawn

The summer raid on Alphatia now bears bitter fruit. Many powerful wizards whose usual response to Alphatian wars is 'Why should I care about the Isle of Dawn or Norwold?' have now taken the attitude 'I won't be safe until Thyatis City is smoking rubble and every Thyatian is a knicknack for my parlour'. One brigade of such wizards joins the forces on the Isle of Dawn, and the results are spectacular. Weather control magic enables Alphatian forces to strike towards Newkirk while burying all sources of relief by land under a dozen feet of snow.

Newkirk falls while Anaxibius is still in Thyatis being treated for turning into ice and shattering. The Alphatians then drive on Redstone, but are stalled at Dungannon. They settle down to wait for reinforcements in the spring.

A little further south, substantial elements of the Alphatian navy mass at West Portage to prepare for the assault in the Spring. Thyatis' navy abandons fighting pirates and masses at Dawnpoint to await the attack to come.

What this means: The moment of decision is coming. Alphatia is gaining the advantage on land with the massive influx of angry wizards, but the battles in sea and air will prove decisive; if those wizards and the angry troops can't get to Thyatis, it won't matter how valiant they're feeling.

Winter 1008: Junna vs. Tredorian, Round 1

Queen Junna of Randel in Southern Alphatia organizes an army and with the help of the aroused wizards of her nation manages to transport it across the stormy seas between Belissaria and Alphatia, storming Alinquin in the kingdom of Dawnrim. Her troops then push rapidly across the snow-clogged fields with the help of

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weather control magic, and catch Tredorian with his forces spread out in garrisons and the Jennites scattered in small bands across Belissaria.

Tredorian's forces are defeated piecemeal, and finally forced back to Alchemos in Meriander, which Junna puts under siege.

What this means:Queen Junna is an experienced soldier who was previously too busy with her rulership duties to take a role in the war directly. She hopes to capture Tredorian and bring him home both to spare Eriadna further embarrassment and to ensure that Thyatis can't turn Belissaria into another colony.

Tredorian needs aid he is unlikely to get. If he is captured and returned to his mother, he will be lucky to end up as a nightingale.

What the PCs can do:Heroic Thyatians might be able to turn the tables by capturing Queen Junna or coming up with a way to cancel out their weather magic.

Winter 1008: Thar Looks Northeast

His still-charmed immortal (in a Mortal Identity), Bagni Gulleymaw, in tow, Thar begins negotiating with the trolls of Trollheim, who have taken up the worship of Bagni Gullymaw at the behest of his priests who arrived a few years ago from the Broken Lands. They agree to partition Vestland, with everything north of the Vestfjiord going to the trolls, and everything south of it to Thar. Thar sends Bagni to lead them, counting on the Charm spell to hold.

What this means:Vestland is about to be in trouble. So is Thar once the Charm breaks.

What the PCs can do:One good Dispel Magic and Thar's in serious trouble. Humanoid PCs can join in on, or try to disrupt the negotiations.

Winter 1008: Storms Ravage Heldann

Freakish storms bury the Heldann Freeholds in record amounts of snow. Several small villages vanish completely under ten to thirty feet of snow. Meanwhile, snowfalls are minimal in the areas around Heldann.

Hundreds freeze to death, and thousands suffer cold related injuries, some permanently debilitating. Fortunately, the Heldanners are used to hellish winters, and thus take appropriate actions in response.

What this means:

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More Alphatian weather magic at work, softening up the Freeholds for assault in the Spring.

What the PCs can do:They can determine the source of the weather, and they can help out against the all-consuming snow, ice, and cold.

Spring 1009: Norwold and Alphatia Attack Heldann

Ericall sends his forces across the border, while Alphatian troops assault the coastal cities with the support of the northern branch of the Alphatian Navy. The minor ports fall easily, and Commander Hellstorm settles in to besiege Freiburg.

In most places, the Heldanners are pushed back despite fierce resistance. The army of Norwold, however, despite being backed up by wizard levies from Alphatia, suffers a heavy defeat and falls back in disorder. It will be unable to attack again this year, and the continuing war is pushing King Ericall's finances to their limits.

In late spring, the new Khan of the Uighurs, Subotai, sweeps across the Heldann-Ethengar border and besieges Graunberg. The Knights can send no aid, and recall their forces from Glantri.

What this means:Heldann can be of no help to its allies until the fresh levies being raised in the interior are ready for combat.

What the PCs can do:Heroic Heldanners can fight against the invaders. Skyship navy members can raid Alphatian supply ships, or help crush Norwold's forces. Heroic Alphatians can scout out the movement of forces and bring back needed military intelligence.

Spring 1009: Bergdhovern and Aalban Collapse

The Great Khan's forces swarm across Bergdhovern and Aalban, aided by traitors who see the way the wind is blowing. The gates of every major city is opened to them. This time, however, the masses do not come out to support the Great Khan. The stubborn folk of these nations see the Ethengars as hated enemies, not liberators, and he must pin down forces to keep the areas supressed.

The Heldannic commander recieves the order to leave and does so, but leaves a strong force of clerics behind to assist Jaggar, as he feels abandoning the Glantrians completely to their fate would be dishonorable.

Desperate for aid, the Council of Princes offers the forested mountains of Northern Glantri to Wendar in return for aid against the Ethengars. Wendar's king replies he would gladly do so if it didn't mean also entering war against Alphatia in the

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process. He does allow the Council of Princes to recruit mercenary forces in Wendar. They recruit several hundred pegasus cavalrymen, and a large force of human and elven foot which begins the long march around the western fringe of the mountains down to Sablestone.

They also hire substantial mercenary forces in Darokin, requiring the taking out of more loans. Krugel Horde forces secure the road from Glantri to Darokin.

What this means: A showdown is coming in which Glantri must largely stand alone.

What the PCs can do: They can travel about and recruit mercenaries, or try to organize a resistance movement in Aalban and Bergdhovern.

Spring 1009: Troll/Orc Alliance assaults Vestland

To the surprise of the Vestlanders, a relatively disciplined, though still somewhat chaotic, horde of trolls pours out of Trollheim when the snows melt and storms into Bergen. The Royal Division stationed there is overwhelmed by hundreds of trolls and flees back to Norrvik.

Rhoona, on the other hand, is better staffed, as Vestlander scouts spotted the build up of the Orcish forces, and the city in general has been fortified more heavily since the Dwarves vanished and the humanoids took over. Gunnhild Olgadottir stymies Thar's effort to storm the city, and he is forced to leave a third of his forces behind to besiege it. The rest quickly join the trolls at Bergen and prepare to move on Norrvik.

Reinforcing Landersfjiord for fear another army will invade along the river, the King concentrates the rest of his forces at Norrvik, preparing for the confrontation to come.

Ragnar the Stout, now king of Soderfjiord, signs an anti-humanoid alliance with Vestland and leads three Freedom Brigades north, raising more forces to take their place at home.

What this means:Vestland will not stand alone, and Ragnar hopes to get aid in return against the gnolls and kobolds.

What the PCs can do:If they get warning of the coming troll attack, the defenses of Bergen can be reinforced and the trolls prevented from seizing the city. Cunning humanoid PCs could lead an invasion force to attack Landersfjiord, blocking reinforcement from the south and preventing the concentration of Vestlander troops.

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Spring 1009: Cold Iron Purge in Alfheim

The Council of Intrusions, aided by Rafiel, discovers that cold iron can break the spells of the Sidhe and leaks this information to the Alfheimer Elves. They buy huge amounts of iron from Darokin, beat it into weapons, then launch a war against the Sidhe. By early summer, they manage to destroy the Sidhe's forces and drive them through the dimensional rip, which the Council of Intrusion closes.

The incursion, however, proves to have had long-term effects. The Sidhe-tainted regions remain dark and twisted, permanently shrouded by dark clouds and haunted by strange creatures. But the mushrooms flourish there, and there are signs that slowly the forest will heal, given a chance.

But it may not get that chance, because armies of Shadow Elves erupt up out of the ground. They overrun the darkened areas and capture the Grunalf, Chossum, and Mealiden baby Trees of Life, although the Mealidil manage to retreat to Algorn's Last Stand and set up a new base there. The Chossum withdraw to Alfheim Town and the Grunalf withdraw to the Erendyl clan lands.

What this means:The Alfheimers appeal for help, but Darokin cannot afford massive troop expenditures, Glantri is fighting for its life, and Ylarum couldn't care less. Karameikos, however, sends a small expeditionary force largely composed of Elves, and the Elves of the Minrothad Guilds also send aid. It still likely will not be enough.

What the PCs can do: If they can get advanced warning of the Shadow Elven assault, they may be able to save one or more of the Trees of Life from capture. They can also act as diplomats, travelling abroad to get help.

Spring 1009: Senkha and Tarala Lead Attacks on the Jennites

Expeditions armed with powerful battle magic set out to attack the Jennites. They do great damage, and appeals to the Milenians for aid fail because in Milenia, 'The Kings of Milenia' have risen in revolt, hoping to gain control of Milenia with the powerful battle magics available to them.

The Jennites are able to convince the Tanagoro of the threat the Nithians pose this time. The two nations join forces to battle against the Nithians. This simply leads to more unequal battles, however, as they struggle to find a way to stop the Nithians.

What this means:Until the Week With No Magic, the Tanagoro and Jennites will be outmatched.

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What the PCs can do:They can get in lots of fights.

Spring 1009: The Battle of the Sea of Dawn

As both sides levy troops and bring them to the front, the decisive battle of the war is fought. A simulataneous war in the air and in the water lasts for a week. Early on, the Thyatian Navy, reinforced by mercenaries from Ostland and the Heldanner fleet successfully defeats the Alphatian Navy, driving it back on West Portage. But in the air, the Alphatian Air Fleet is backed up by hundreds of angry mages who rain down mass death on the Retebian Air Fleet. By the fifth day, the Retebian Air Fleet is largely destroyed, although it takes half the Alphatian Air Fleet with it. The main Thyatian shipyards are pounded to rubble at Carytion by aerial bombardment. On the sixth day, the Alphatian Air Fleet and the Thyatian Naval Fleet battle inconclusively.

On the seventh day, disaster strikes both fleets. Its wizards attempt to create a giant wind and water enchantment which will trap the Thyatian Navy in a huge whirlpool, with the winds preventing its ships sailing away from it. This proves, however, to be the straw which breaks the camel's back. Too much large scale weather magic has been used across the Sea of Dawn, and now this spell escapes control completely.

The resulting nightmare tornado and whirlpool destroys both fleets in twelve terrifying hours. Only four skyships limp home to their local base at East Portage, while only six galleys manage to stagger home to Carytion, only to find it has been levelled.

The result is that the Alphatian naval forces, who spent the catastrophe huddling far away around West Portage, take control of the Sea of Dawn by default. But for now, freak storms and out of control winds ravage the Isle of Dawn, Belissaria, coastal Ylarum, and the eastern coastal regions of Thyatis, preventing ocean crossings. Heavy storms break out in the Heldann Freeholds as well, but the damage is less severe. Thincol sends Eusebius to take command of the defense of the Thyatian Coast.

What this means:The road is open to attack Thyatis by sea, bypassing the still intact Thyatian holdings on the Isle of Dawn. Once the weather settles down, anyway.

What the PCs can do:If the PCs can prevent the spell going haywire or being used at all, they can prevent the disaster to both fleets, which results in an effective naval stalemate and changes the course of things to come.

Spring 1009: Victory in the Hinterlands

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One light of hope comes to Thyatis in this dark time. In the Hinterlands, General Leilah finishes putting down the revolt of the Hinterlands, captures the Alphatian Expeditionary Force aiding the rebels, and sends its commander and the leaders of the revolt back to Thyatis in chains. The Senate votes her a triumph, and Thincol recalls her to serve as commander of the forces in the Duchy of Tel Akbir under Eusebius.

What this means:General Leilah is not so brilliant a general as everyone now thinks, but she is dogged and has a knack for finding and appointing skillful subordinates. Tel Akbir could hardly have a better defender, however. Her appointment does annoy those of Alaysian descent in the duchy, however, as they don't like the idea of women fighting.

What the PCs can do:They can be part of the force which must make the hazardous run across Alphatian controlled waters to Thyatis City to deliver the prisoners and General Leilah.

Summer 1009: Children of the Tiger and Sind attack the New Azcan Empire

The Children of the Tiger, fed up with the Azcans, for the first time in their history actually form an alliance with someone. They send representatives to Sind and propose a joint strike against the New Azcan Empire. Remembering the aid given by the Atruaghin Clans to him a few years ago, the Radhirajah agrees and brings the other clans into it, despite their distrust of the Tiger Clan.

Sindhi forces attack from the west, drawing out the New Azcans, who they defeat in a fierce battle. They then besiege the westernmost New Azcan city, while the Elk, Horse, and Bear clan forces sever communications between the cities. The Children of the Tiger storm the easternmost of the New Azcan cities.

By the end of the campaigning season, the New Azcan Empire collapses, and the surving Azcans are enslaved by the Children of the Tiger, who see the utlility of enslaving captives and making them do the agricultural work.

The Sindhi declare a protectorate over the lands of the Children of the Turtle, and promise to come to their aid if the Children of the Tiger attempt further agression. The remaining Children of the Turtle return to their old villages and begin tearing down the Azcan/Tiger cities that sit on the old sites. They also make arrangements to allow the Sindhi to cut lumber along the border in return for the promised protection. Finally, they encourage several Elk Clan tribes to relocate to the forests north of their villages, since they don't need the land, and those tribes can use it.

What this means:The Children of the Turtle find themselves tied to Sind in order to survive, while the Children of the Tiger have learned some lessons from their Azcan captives.

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CoT agriculture improves, and they take up the practice of enslaving non-combatants and only sacrificing warriors of hostile nations.

What the PCs can do:They can help either side make war, and if appropriate, be involved in the very delicate negotiation of the alliance (The Children of the Tiger haven't quite figured out this 'diplomacy' thing yet)

Summer 1009: Battle of Alchemos

The Jennites in Belissaria assemble their forces and attack the Randolian army at Alchemos. But they lack central leadership, and Queen Junna, while forced to abandon the siege for a time, defeats them piecemeal. Reinforcements arrive from Surshield and Alphatia, enabling her to drive off the Jennites and resume the siege.

What this means:Given enough time, Queen Junna will pacify Belissaria. Tredorian is doomed.

What the PCs can do:They can unite the Jennite bands and crush Junna before reinforcements arrive.

Summer 1009: Kol Makes His Move / Battle of Norrvik

Kol signs a formal alliance with the major gnoll tribes of Soderfjiord, inspired by the Troll/Orc alliance. They storm Whiteheart, then move along the edge of the Great Marsh to seize Backwater. Kobold cavalry spreads out to wreck havoc north of the Saltfjiord and prevent reinforcements being sent to Soderfjiord, while Kol's thyatian-style legions move on Soderfjiord with the gnolls.

To the North, the combined Vestland/Soderfjiord army is reinforced by a small force of Ostlanders, led by King Finn Hordson. The Army of the Three Kings moves against Thar and Bagni in a bloody battle by the Vestfjiord that lasts an entire day. Towards the evening, the trolls break when Vestland sorcerors lob fireballs into their ranks, starting a disastrous general forest fire (which is why they waited so long before trying this). Thar's legions fall back in good order, but Bagni's mortal identity burns to death.

Bagni is banished to his home plane, and freed of the Charm. He determines to kill Thar AND the Three Kings. Two days later, just as news of Kol's invasion arrives, he returns to the Prime in Manifestation Form, frothing at the mouth. Within minutes, he turns both armies into piles of ash, including the Three Kings. He then marches on Norrvik leading an army of real and conjured Trolls.

What follows becomes a legend of Vestland. Thor, Odin, Forsetta, Frey, and Freyja confront Bagni in all their glory. Hel and Loki appear, and Hel tries to restrain Bagni by warning him that his punishment will be even worse if he does

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not submit to the will of the Immortals. Bagni responds by rushing Forsetta and eating him.

Loki becomes a pillar of flame and immolates Bagni, then Odin pierces his right foot with his spear so that he cannot escape. Hel, Frey, and Freyja wrap the burning Bagni in Baaka chains and haul him away skyward on Frey's flying ship. The other Immortals board it and rise into the sky, but not before they restore the two armies and three kings to life. They leave the trolls dead.

Thar withdraws to Rockhome, fearing further Immortal intervention. The Three Kings turn their forces south to confront Kol.

What this means:Vestland, Soderfjiord, and Ostland have recieved proof positive of the love their Immortals have for them. Loki and Hel worship increases, even among those not normally inclined to it, as many are grateful for their assistance...and confused by it as well.

The trolls of Trollheim are broken as a force, but Thar will be back.

What the PCs can do:They can become part of a legend.

Summer 1009: The League of Armed Nuetrality

Thyatis needs a navy, and it needs it now. Only one group can possibly save them, the League of Armed Nuetrality. Without its help, the Alphatians can simply ravage Thyatis at will. Thincol will do anything short of turning over the empire to them, and he argues that if Thyatis falls, there will be nothing to protect them from the Alphatians. He points to Esterhold as an example of what the Alphatians do to countries they conquer.

The priesthoods of the various countries, and the dragon monarchs of Ierendi argue fiercely against alliance with Thyatis. The Five Shires, however, who hate wizards more than warriors, and fear that Alphatia is just a super-economy-sized version of Glantri, and the Minrothad Guilds, who see a chance to permanently subjugate the Thyatian economy, decide to give aid. Ierendi's Tribunal overrules the monarchs and Ierendi joins the war as well. Darokin sells highly overpriced mercenaries to Thyatis, but Karameikos refuses aid because of Thincol's assassination attempt years earlier on the royal family.

The combined fleet successfully repels an Alphatian attempt to land troops at Hillcape, but the Alphatians manage to ship a large force over to seize Tameronikas. A series of naval battles prove inconclusive; the LOAN's forces are unable to prevent Alphatia building up a large army there.

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However, the Emirates of Ylarum immediately declare war on Alphatia. Kin and Preceptor adherents join forces, for they hate Alphatia far more than they hate each other. They demand immediate withdrawal. The Alphatian commander refuses.

Thyatian forces shift northwards as the Emirates' forces mass for battle. General Leilah's dogged defense of Fort Zendrol bogs down the Alphatian advance until the Emirates troops arrive. The combined army led by Eusebius and the Sultan of Ylarum drives the Alphatian spearhead back into Tameronikas.

What this means: Reinforcements continue to pour into the city, and they know they cannot hold the Alphatians back forever. The city must be taken, or the Alphatian navy driven away, or the Alphatians given something else to do with their forces.

What the PCs can do:Fight a lot.

Summer 1009: Glantri City Besieged

While the Boldavian and Klantyre forces occupy Aalban and Bergdhovern, the Great Khan moves south to finally take Glantri City. Jaggar withdraws and lets him besiege it, trusting its defenses to slow him down while he waits for the Wendarian and Darokinian mercenaries to arrive. Harold Haaskinz directs the defense of the city itself. The Heldannic clerics vastly increase their popularity by Creating Food and Drink in the city, relieving some of the pressure on the food supply. The siege proves to be a long one.

What this means:The Great Khan knows Glantrian morale will collapse if the city falls, and he will strive hard to take it before reinforcements come.

What the PCs can do:They can defend Glantri City, or if Ethengar, try to break in and sabotage it.

Fall 1009: The Week Without Magic

As per 'The Immortals' Fury'

Fall 1009: Terror in the Hollow World

The Week with No Magic has several effects. The cult of Zargos in Milenia is greatly weakened when the long awaited snuffing out of the Hollow World sun is accompanied by the abject failure of magic. Nyx suffers a major stroke as a result. In Milenia, the rebellion falters as the battle magic that enabled it to have a chance

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fails. The Milenian army is greatly hampered but slaughters the main force of the rebels before the sun reignites.

Nithian forces in the field are fallen upon by desperate Jennites and Tanagoro, who blame them for the sun going out. They are battered and forced to flee back to Nithia, their morale broken. Senkha and Tarala take a beating in prestige as a result.

The Jennites and Tanagoro take heart from this, and thus do not lose their faith in their Immortals. Various Nithian immortals suffer minor and major strokes, on the other hand, especially Rathanos and Horon (Ixion), who are believed to have died when the sun went out. Many return to faith in them when the sun reignites, however.

What this means:The Nithians become somewhat more wary of attacking the Jennites and Tanagoro for fear of another Week Without Magic.

What the PCs can do:They can fight in many battles and panic when the sun goes out.

Fall 1009: The Week of Illness

The fighting in Alfheim suddenly halts when everyone falls deathly ill but the Darokinian mercenaries and the humans and orcs of Alfheim Town. It doesn't rain for a week, and the clouds over the Shadow Elven territories break up. The Trees of Life begin to die, regardless of who controls them, and the Immortals are utterly silent.

The two Kings meet and sign a truce, pledging to oppose whoever is responsible for this blight upon both their peoples. Not that they have any way to find out in the week before magic returns.

Ilsundal and Rafiel both offer the same message: Rad, the Immortal Patron of Glantri is to blame. The two kings declare war on Glantri, although there is not much they can actually do to it.

What this means:This common miserable experience provides the basis on which a peace between these two cultures will be erected in the months to come.

What the PCs can do:They can try to investigate the source of this illness and the loss of magic.

Fall 1009: The Battle of Soderfjiord

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Kol's forces defeat the defenders of Soderfjiord in the field, but are unable to take the city. Disputes between gnoll and kobold gradually mount as he tries to besiege it. Lacking a navy, his efforts are utterly futile.

Meanwhile, reinforcements from the north arrive by boat, and the Army of the Three Kings approaches, with the story of the Battle of the Immortals passing before them.

Both sides are dismayed when the Week with No Magic strikes just as the Army of the Three Kings arrives to attack Kol's troops. In the Northern Reaches, it is believed that Ragnarok has begun in the heavens, for the Immortals fall silent. Some argue otherwise, pointing to how Hel and Loki came to the aid of Odin against Bagni. They claim that some unknown evil has risen to war upon the gods, perhaps an attack by the Troll Gods, whoever they might be.

The Three Kings launch their assault anyway, hoping that those who fall will be able to join Odin's army and aid the fight against the forces of darkness, and the city's defenders sally out. Deprived of magic, the forces fight grimly, knowing there will be no healing for winner or loser but that which nature provides. It begins to snow as the battle continues. The gnolls flee, leaving the Kobolds to their fate. Many of the cavalry kobolds flee as well, but Kol's Legions fight their way out of the trap and retreat south in good order.

The Three Kings pursue and harry the retreating forces all the way to Whiteheart and the Sodervirk, which they reclaim. The Week with No Magic ends the next day, and they recieve word from the Immortals: Glantri is to blame for the Week of No Magic. Glantri must be destroyed. The Three Kings, however, simply return to Soderfjiord, wondering what the Immortals expect THEM to do about Glantri.

What this means:Kol is down, but not out. The faith of the Northern Reaches is strengthened, and new clerics spring up of every major faith. Months later, the priests of Forsetta are relieved to learn that Hel released him from the Land of the Dead and that he will continue to guide them. (Actually, he simply was banished to his home plane for 120 days when eaten by Bagni. During this time he is unable to grant spells).

Bagni is tried by the Council of Mystara and found guilty of eating a fellow Immortal and blatantly violating the laws against killing mortals in Manifestation Form. He is reduced to Temporal and sentenced to serve Forsetta for a century. Masauwu is censored for failing to restrain his pupil. Forsetta assigns Bagni to as many fire-related duties as he can imagine.

What the PCs can do:They can fight a lot. With no healing magic, they may face a true crisis of courage, for it means they may more easily die. No one will be able to Raise them, either.

Fall 1009: Disaster on Bellisaria

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Queen Junna suddenly finds herself cut off from her Immortal, and her mages and clerics unable to function. Many of the powerful mages aiding her army drop dead. The Jennites remaining on the island unite under a war leader and assault her troops as Tredorian stages a sally from Alchemos. Her army is stricken by abject panic and disintegrates.

By the time the Week with No Magic ends, she is trapped in Aaslin with the shattered remants of her forces.

What this means:Belissaria is lost to the empire until reinforcements can come.

What the PCs can do:They can assassinate the war leader, breaking up the Jennite hordes.

Fall 1009: Battle of Glantri City

The Princes of Glantri are cast into confusion. The Elven princesses and Prince Malachie fall horribly ill during the Week with No Magic. The werewolves believe themselves cured of their curse, but also feel like they will die. Many of the d'Ambervilles drop dead or fall ill. Prince Morphail sinks into a coma, as does Prince Brannart. Only Jaggar, Harald Haaskins, young Juliana Vlardoen, Udbak (leader of the Krugel Horde Expeditionary Force), Jherek, Etienne d'Ambreville and Urmahid remain functional, though powerless.

Glantri City sinks into abject chaos as every spell fails and large chunks of the city held together by magic collapse. Many of the strongest mages drop dead or age to senility, and monsters rampage. The chaos renders them unable to stop an assault by the Ethengars.

A fair number of the inhabitants escape down the river on a flotilla organized by Harald Haaskins, but Glantri City burns and for a week, the Ethengars rampage about, destroying it.

Then the Week With No Magic ends, and Jaggar descends upon the disordered Ethengars with his reinforced forces. The Great Khan tries to restore order, but fails; many Ethengars have taken their plunder and headed home. He gives battle, but his forces are defeated and forced to retreat to Klantyre.

The peasants rise up in Aalban and Bergdhovern and drive out the garrison forces. The Great Khan retreats into Klantyre and successfully checks Jaggar's advance. To the south, the Glantrians successfully storm Skullhorn Pass and cut off access to their lands from that direction.

What this means:Glantri and the Ethengars have now come to a stalemate.

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What the PCs can do:PCs caught in the surging chaos in Glantri City during the Week of No Magic can help fight the rampaging monsters and try to help evacuate the city.

Winter 1009: The Thousand Wizards Convene

The Thousand Wizards convene...or to be precise, what is left of them. Only some two hundred survive the failure of aganathic magics. They wish Eriadna back to life against the desires of Zandor, who tries to claim the throne and prevent her being brought back to life. Unfortunately for him, he is a known failure.

Eriadna examines her options, and decides that Glantri must be destroyed before it can strike again, but first she offers peace to Thyatis, citing the universal word of the Immortals that Glantri is to blame for the recent disaster and pointing out that Thyatis could be the next target of their Doomsday Weapon. She offers to withdraw from Tameronikas if the Thyatians withdraw from Belissaria and to resolve the other territorial divisions on the basis of where the troops currently stand. She also offers to let him have Zandor to do with as he wills.

Thincol, knowing Thyatis is exhausted and that he can't possibly aid Tredorian on Belissaria anyway, agrees to the treaty, despite Anya's efforts to persuade him otherwise. He sees mortality staring him in the face, having aged as a result of the Week With No Magic. Anya curses him and leaves. Unfortunately for her, being Emperor of Thyatis means having access to ludicrously powerful clerics who can break such curses. Within hours, it is broken.

He signs the treaty and forces it through the Senate. Then he turns his mind to preparing for Eusebius' succession and to how to winkle out of the promises he made to the League of Armed Neutrality's members.

What this means:Glantri must stand alone against the wrath of Alphatia. The Thyatian empire survives largely intact. Ylarum is angered by Thyatian failure to consult it and continues its war against Alphatia, but once Alphatians evacuate Tameronikas, they can't actually do much except shake their fists and shout curses across the Sea of Dawn.

Winter 1009: The War Ends

In Pandius, the Immortals have united against Rad. They know now that even their powers can be consumed by the Nucleus of the Spheres. Every known Hiearch assembles in Pandius and demands Rad submit himself to them or be destroyed utterly. Even his allies desert him, for the Doomsday Weapon blocked even their powers, and in some cases slew or sickened their own followers. Even those who

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joined his cause to see magic destroyed are disturbed by the prospect of their own powers being cut off.

Rad, knowing he is doomed if he surrenders, attempts to use the Doomsday Weapon against Pandius. His attempt is interrupted by a commando raid of adventurers led by Benekander. Benekander falls, unable to defeat a much more powerful immortal, but the battle calls down the Immortal Hosts. The mortal adventurers manage to shut down the Doomsday Weapon, and then an Old One emerges from the Nucleus.

He lectures them on the use of mortals as pawns in their disputes, then condemns Rad, Rafiel, and Rathanos for building the Doomsday Weapon. He then retunes the Nucleus of the Spheres to feed upon Rad, Rafiel, and Rathanos' PP. Instead of draining 'Rads' of magic, it now sucks that many PP from those three Immortals. He imprisons Rad inside the Nucleus for a number of years equal to the number of deaths he caused with it and renders Rafiel and Rathanos unable to enter the Prime Plane for that many years.

He then charges Ixion and the Alphatian Immortals with restraining Alphatia from destroying Glantri, and then departs.

Eriadna is glad to be informed by the Immortals that the Glantrian menace is over, although restraining the angry wizards who want vengeance for the chaos of the Week with No Magic is difficult. Glantri is forced to pay crushing reparations, accept its guilt in the war, and recognize the independance of Boldavia and Klantyre. In return, Alphatia forces Moglai Khan to make peace, makes peace with the Heldannic Knights, and provides assistance to rebuild Glantri City (Some Alphatians, on learning of its destruction and observing the devastation of so much of Glanti, especially where the Crater is, lose much of their anger over the destruction of Sundsvall, considering that Glantri paid for its sins).

Morphail and Brannart are effectively stripped of their titles and blamed by the Council of Princes for weakening the Glantrian war effort by so abusing their peasants that they actively aided Ethengar. They both are sent into exile, but simply disappear into the wilderness and begin to plot revenge against Glantri. Harold Haaskins becomes the new Grandmaster of the Great School of Magic.

Moglai Khan withdraws from Glantri and moves his army east to make war against the Heldannic Knights in the spring. The HK are not amused with Glantri for deserting them.

The Alphatian army moves into Belissaria and puts down the Jennite incursion. Many Jennites swear fealty to Tredorian and become the new ruling class of Notiron, which Eriadna awards to him once he agrees to swear fealty to her. Many others are recruited to serve in the armies of the various kingdoms, especially Surshield. Belissaria seems unlikely to become quite so staid as it once was.

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Anaxibius moves to the Duchy of Machetos with Stefania, and they, along with his family, start building it back up.

Zandor is handed over to Thincol, who has him stripped of his ability to do magic by a Wish. He is then put to work in the kitchens, cleaning pots for the rest of his life.

Palartarkan finds himself reduced to Initiate status because the Week Without Magic utterly destroyed the Kingdom of Floating Ar, with near universal death. This counted as a Master Stroke against him, and quite nearly destroyed him completely.

Alphatia returns to her normal sweet self and stops preaching death and destruction to her priests. Razud goes back to being vain and worthless.

Vanya plots ways to get even with Glantri and Thyatis for leaving her favorite Heldannic Knights in the lurch.

Bagni quickly chars to a nice even black all over within just a few months of working for Forsetta.

Kol attempts an alliance with Ylarum, but his ambassadors are mistaken for a raiding party and killed by a group of adventurers.

Thar lays his plans for the spring, blissfully unaware that the Dwarves are about to try to reclaim the surface and bugger it all up.

Karaash informs Jaggar of where he can locate an ancient Blackmoorian weapon (an Artifact of the Sphere of Energy), which will be one of the requirements of his Quest for Immortality.

The Three Kings of the Northern Reaches pledge themselves to defend the Northern Reaches against outside invasions, feeling they have been chosen by the Immortals to lead those lands to glory.

Valerias remains a drooling idiot under the care of the Grand Vizier of Ylarum, while Ixion searches for her desperately.

The Storm Soldiers, guided by 'Hattias' (Thanatos), work on becoming even more vile than before.

With the return of Blackflame, the halflings of the Five Shires go back to their normal happy, peaceful lives, blissfully unaware that by having so much good luck, they're saving up for a really big disaster.

The Dragon King and Queen of Ierendi retire to return to normal draconic life, although many people are sorry to see them go.

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Koryis goes to work making sure Ochalea returns to being as boring as possible.

Ka goes to his Home Plane and rampages mindlessly for a while to blow off steam and to get rid of his stress from feeling stupid about not stomping Rad earlier.

The Grand Duke of Westrourke moves his capital to Dunadale, since the Alphatians now control his old capital. He makes Zuul the Count of Deirdren.

Chandra ul Nervi finally gets a decent night's sleep.

Senkha and Tarala continue the process of corrupting Nithia. Ramose continues to be Mr. Clueless.

The Master of Hule makes plans for the future and looks to the Savage Baronies as an easier area to conquer.

The tribes of Grakhaalia resume a normal life.

Lucius Linton continues rubbing his new Chancellorship in Corwyn Mauntea's face.

The Draconic Alliance breaks up, mission accomplished.

The King of the Wyrmsteeth Mountains starts thinking about how easy it would be to conquer Norwold.

King Ericall settles down to rule his kingdom in his usual friendly, open, honest, and inept manner. Leeha goes back to ignoring him, while Oceansend grumbles and fears both dragons and Heldanners.

The Heldannic Knights plan to kick the Ethengars in the head in the spring.

In Alphatia, the kingdom of Blackheart is revealed to have completely self-destructed during the Week With No Magic. Virtually nothing is left alive but monsters, and not many of those. Eriadna annexes it to the Imperial Territories for the moment.

Aided by their patron Immortals, the Alfheim and Shadow Elves settle their differences. Rafiel guides bands of Shadow Elves who wish to live on the surface to several different areas. Many go to Alphatia (where Eriadna grants the former kingdom of Blackheart to King Telemon (to pass to Tandaleyo on his death), who names it 'The Kingdom of Stars' and builds a capital 'New Rafielton'). A large group follows the wizard Kanafasti north to Glantri where they settle in the forests and caves of the northern mountains, and begin preparing to petition for Principality status. Many members of the Porador clan are given the portion of Alfheim which once belonged to the Feadil clan, and take over the care of its Tree of Life. Several small groups, once adapted to surface life, simply scatter to explore the world. The traditionalists, who hold most firmly to the Ways of Rafiel,

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remain in the City of Stars and the rest of the cavern network. The shamans of Rafiel appoint General Garafaele the new King and begin to prepare him for his true destiny...

And the writer of all this goes and passes out.

The End.(Until I need to get my campaign past this year, anyway...)