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plot update - history and lore

Axiems Plot Update(for Club League Campout)

Source: https://www.fanwar.com/wp-content/uploads/2015/02/Axiems-Plot-Updatefor-Club-League-Campout.pdf

Status: ok 4 pages 9285 chars. Characters: 9285.

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Axiems is run by a family of dwarves called the Sentris Family. They are led by the mother of the
family (a direct member of the Royal Family), Lesil Sentris. She is a Necromancer and Assassin
(among other things) and the city has always had a very shady and covert style of operation. Remaining
neutral during times of war, Axiems has stayed alive because when Dagdeoth invades and clearly has
the advantage, they do not resist but instead simply switch sides, aiding Dagdeoth as necessary (though
within limits) and Dagdoeth has honored this agreement as it seems to be in their best interest not to kill
the leaders of the city who are quite resourceful and willing to give aid to Dagdeoth when required.
Currently, Dagdeoth is edging in towards Axiems and making moves at an invasion. If this happens, the
city will defend itself as long as they feel they have a chance. If it clear they will loose, they will
surrender and the city will instantly begin to work for Dagdeoth. This would be an ugly situation for the
heroes who would be less likely to be treated with amnesty, as there are no agreements protecting them.
Thus, most have decided to focus on keeping Dagdeoth from ever getting that close.
This would be easier but for Dagdeoth’s covert operations. Axiems has a large number of thieves
and assassins working in the government and these groups have their own systems for dealing with
spies. It is unclear what this means for the heroes, but
it seems that the war with Dagdeoth must be fought not
just on the battlefield, but also, within the city, keeping
the thieves and assassins guilds from shifting within
and thus undermining the city before the battle even
starts. This is a far more tricky thing to do, as
everything is done secretly and one does not even know
if the battle has been won. Thieves and Assassins
trained in Axiems have some knowledge of this, but are
not allowed to share this info, and thus are left to solve
the problem in the ways they can without alerting the
party to what is actually afoot.
Training in classes in Axiems requires a donation of 16 gold or two equipment sets, as well as
swearing fealty to certain factions within the city. Lesil Sentris controls both the Necromancers and the
Assassins. Her husband, Boro Whitehills controls most of the Warriors (Veterans mostly, with a little
control of Barbarians and Samurai). Lesils sons control many more of the guilds. Broncis leads the
Snowdrifts, and controls the Rangers and the Amazons. Throlis (his older brother), ambassador to the

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Protectorate and Paladin of Morodin, controls the Paladins and the Knights. His wife, Ruby, is the only
one who can train Storm Mages and seems to control that guild, though lightly. Abil, the middle
brother, controls the Flame and Life Mages, but seems completely aloof to the goings on of Axiems and
is completely consumed by his work crafting new and more interesting magic items. His activities and
constant requests for very odd and gristly items for his experiments has many wondering at his
intentions. No one is sure who controls the Thieves guild, but it is clear someone does. This person
remains anonymous, and those who train as thieves in the city must do so in a secret meeting. There
appears to be no one in charge of Archers or Nature Mages. Archer can be trained through a standard
guild, but seem to have no specific guild master. Nature Mages cannot be trained in the city, and most
go to the protectorate to get training.
Many major events have taken place so far this year. A few are the Morodin Shrine, The Army of
Ogres, Dealing with the Wood Elven Protectorate, and Exploring the North.
The Morodin Shrine: Players discovered a
shrine to Morodin, the chief Dwarf God, and
other lesser Dwarf Deities, in the White Hills.
This major shrine has only been partially
explored, but revealed a magical forge that makes
unique items once a month, a series of battle halls
where monsters slain become allied haunts for the
duration of the battle, a mysterious dungeon with
traps and treasures only hinted at, and a dangerous deception shrine, that tricks the greedy into becoming
cursed.
The Army of Ogres: Swelling to almost 500 Ogres by the end, an army of Blessed Ogres was
taking over the region until last week. They were all Blessed by Valprak (Ogre god of Destruction) and
gained all the Assassin abilities eventually. The were finally stopped and their leader brought in to
Axiems (a Death Ogre Necro/Life Mage). Only a few of these Ogres were actually killed or captured.
Half were away attacking Amen Town when the shrine was destroyed, and many others were simply
wounded and recovered after the battle. The area is still thick with Ogres, though without their
blessings.
Dealing with the Wood Elven Protectorate: Just north of Axiems is the Wood Elven Protectorate
which is a sanctuary for both Elves and animals. In order to enter, characters must get permits from
Throlis Sentris or Ruby Crownmark UnWizaste, who are the ambassadors to the Protectorate. The
Protectorate is the only place to train in Nature Magic, and Elves are the only ones truly welcome there,

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though others enter at their own risk. Many players have helped to keep the woods clear of Dagdeoth
troops who seem to have a great interest in the woods. Logged long ago by both Svodlun and Dagdeoth,
the woods supposedly have massive trees that are mana wells. When cut down, the resulting mana
explosion can be channeled into spells or rituals. Characters encountered some of the stumps of these
trees that no longer produce any mana and seem to actually drawn in mana. Characters have attended
rituals of
twilight in the
woods, where
songs and
poems played a
large part.
There seem to
be factions
within the Elven
community,
with Orexriel
Kerni leading the main group, and a lone, very old elf known only as Lagin who made a brief
appearance at the Uialina Ceremony taking a somewhat counter position. Characters are concerned for
the safety of the Protectorate, which they feel is perhaps too sure of itself and possibly a target for subtle
attacks by vampires. Perhaps related to this is the recent discovery and destruction of a Beast Demon
which took the form of a Wyrm. The creature was turning animals into undead minion in the
protectorate. It was killed with Morganti but how and why it was in the protectorate is still under
investigation.
Exploring the North: Many adventures have taken players up above the border of the map. The
edge of the Roekron map represents the snow line where the snow never melts. In the battles, players
discovered that they can only walk, due to the snow level and weather. They also discovered many
Zombies, as well as strange new creatures such a White Goblin like creatures, Furry Trolls, and in one
encounter, a white pillar of blowing snow that seemed to effects
the minds of wounded players. The Snowdrifts (a group of
Rangers who are familiar with patrolling the north, and ride on
wolves) have kept careful track of Dagdeoths movement above
the border and say that they armies are massing at a stronghold
called Bonehold just above the White Hills. This usually

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heralds an invasion out of the north by Dagdeoth, whose heavy use of undead is favorable to the harsh
climate in the north. Related to this has been the discovery of many strange human corpses which have
been found to have papers hidden on them. When searched, the bodies mass animate into a group of
Shamblers and Ghouls that kill and devour everything around them and then reset like a trap. Some of
these traps have been dealt with while others are believe to still be out there. Who set them and why is a
mystery but many believe it involves the events happening in the north. As summer hit, and the snow
fades up to the border, many adventurers have arrived to explore and map the north. They require a
great deal of protection due to the presence of Dagdeoth and unknown creatures to the north.
Many fear for the safety of the party as Dagdoeth closes in. Most agree that efforts should be made
to safeguard the city as even a close call could mean a switch of sides. Players are now working both
inside and out to keep Aximes on the side of the Free Republics. But the dangers are mounting. Several
small events hint at a growing instability in the region. Leaders meet to discuss war plans, and vampire
infiltrators have been found. Exploration of huge areas underground were begun, only to have the
tunnels collapse and become inaccessible. Many situation that seem to be leading towards discovery
continue to be thwarted just as they are becoming clear. Something is moving against the city, but in a
very subtle way. Is it the city itself, already posturing for Dagdoeths invasion. Is it Dagdeoth,
attempting to cause enough trouble to make them easy prey, is it outside political interests trying to gain
a footing in the region, or powers from far away with an interest in the events now unfolding here in the
north. These are the questions the party now struggles with. This the battleground you now face.