Dictionary of People and Places (The Vise)
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Religion
Holy Light. An abstract divine power representing the fire of creation, order, justice, and law.
Holy Flame. The religion that worships the Holy Light.
Corunthir. An ancient god, or aspect of the Holy Flame, who represents goodness, justice, retribution, life, and the sun.
The Hidden Temple of Corunthir. A temple near Fadiwynn dedicated to Corunthir. (See the entry in the Hinterlands section.)
Flame Watchers. The internal affairs office of the Holy Flame. (See the entry in the Nasanir section.)
Order of the Holy Flame. A paladin knighthood of the Holy Flame. (See the entry in the Hinterlands section.)
The Temple of Elemental Evil. A large temple, now in ruins, dedicated to worshiping Elemental Evil. The temple is a few days travel from Homel. The temple was sealed magically after the battle of Emridy Meadows, 22 years ago. Eight years ago, forces in the temple rose again, and were put down by attacks by adventuring parties. (See the entry in the Hinterlands section.)
Elemental Evil. This obscure cult worships evil as a pure elemental force, but often refers to a deity called the Elder Elemental Eye.
Elder Elemental Eye. A dark god associated with Elemental Evil. Its symbol (known to few) is a downward-pointing black equilateral triangle with an inverted Y which meets each side at right angles. The cult overtly uses the syymbol of a golden flaming eye.
History
Orendeven Velandian. King of Anir centuries ago, he and his sons were killed by his brother, who stole the throne. He returned as a ghost in Nasanir to avenge his line and was appeased by the work of the party.
The Vice. The area that includes the country of Anir and the region of swamp and forest called the Hinterlands is collectively called "the Vice" by informed scholars. Most people in this region are aware that a strange war is being waged between the Dwarves to the south and the Elves to the north. The dwarves are cutting down every tree and feeding it to their ravenous forges and enslaving everyone they find. The elves are rarely seen in person, but their misty forests expand into the hinterlands. No one who enters these magical woods ever returns. Slowly, the land between gets pinched in a triangle between these two powers and the sea (where most of the Anirian cities are, including the capital Nasanir). Hence, the Vice is really the pressure from the powers, but the title is often used to describe the region anyway.
Emridy Meadows. This is the name of a place and a battle at that place that resulted in the downfall of the Temple of Elemental Evil twenty-two years ago.
Anir. The name of the country occupying the middle land extending from the coast to the swamps of the Hinterlands. Much of Anir has been gobbled up by the expansion of the Elves and Dwarves.
Hinterlands. The area east of Anir, and often claimed as territory of Anir, but their hold on this area is very light at best. It is mostly run by bandits and local dictators, with a few notable exceptions. Fadiwynn is a village run by Loren the Ranger. Paladin's Keep is an outpost ruled by the Order of the Holy Flame. Homel is a small town ruled effectively by a handful of old adventurers. The "Bandit Town" is a large town now ruled by the party.
Titles
Royalty. Royalty are determined by bloodline, claiming to have been the holy of the holiest from the ancient days. Royalty consider themselves noble, as well. Equivalents to English titles are given below:
| King | Orendev |
| Queen | Orendefan |
| Prince (with holdings) | Devan |
| Princess (with holdings) | Defan |
| Prince (without holdings) | Andev |
| Princess (without holdings) | Andefan |
Nobility. Nobility is conferred by blood. Occasionally a noble title will be granted by royalty to the deserving. Only an Orendev, Orendefan, Devan, or Defan (in short, a royal with holdings) may grant a noble title. Only an Orendev or Orendefan may grant a noble title that carries onto the children of the bearer. Nobles have the sole privilege to register and bear a coat-of-arms. They may claim other privileges in cities and specific locales.
Circles. Knighthoods chartered by the monarchy confer degrees of rank upon their members. These are "circles" of various colors, ranked by number. The colors correspond to various orders. For example, the Green order is for rangers and druids who have proved themselves. An example of a complete title is "Sir Robar, Knight of the Ninth White Circle." Some people are given a membership in a circle without being made knight. These have a title like "Member of the Fifth Red Circle."
By Geography
Nasanir
Nasanir. The capital city of Anir, on the coast of the sea. This is the seat of power for Anir. It hosts a very defensible castle for the royal family, huge barracks for armies, a great sheltered harbor, and the main Temple of the Holy Flame where the Beacon presides.
Andev Kendillion. Young prince from long ago. The party found his body in an ancient crypt and resurrected him to right the injustice of his family's murder long ago. He hopes to raise an army and take his rightful place as King of Anir.
Orendev Andivar. From the foul line of Velandian's brother, he ruled Anir as a bumbling tyrant until he was slain by the ghost of Velandian.
Anowar. Once the Beacon of the Holy Flame, he guided the city as fairly as he could within his Lawful Neutral worldview. He eventually retired in shame after helping the party defeat the ghost of Velandian.
Kandric. This strange man was the sole member of the Office of the Occult in the Temple of the Holy Flame in Nasanir.
Orendev Tahir. Once Captain and General Tahir, he was decapitated (and slain) by Threllyen's sword. Later resurrected after the ghost of Velandian was at peace, this evil man summoned the army of the city and drove out Andev Kendillion. Tahir was a distant cousin of King Andivar, so had right to the throne according to civil and canonical law. He is quiet and watchful and when he speaks, it is in a soft, deep voice. He is known to wear shining full plate armor and carry a magical rod. His skills with a longsword and long bow are renowned.
Mazzia Family. Rich and powerful, this noble family has relatives in most cities. They use their network to set up trading routes over land and sea. Orlen Mazzia is the first to venture into the hinterlands to bump elbows with common adventuring types in the hopes of securing expensive artifacts from ruins there.
Magistrix Exendorian. This big-eyed, nasal-voiced woman leads the Flame Watchers in Nasanir. She has a dark and cruel side, but it may be just a personality defect and not some sign of deeper evil. She seems to have greater arcane power than divine power.
The Flame Watchers. This is the internal affairs branch of the Holy Flame. The group is small but tight, and they are lead by Magistrix Exendorian.
Krayaudin
Andefan Nena. The andefan is the ruler of ...
Lord Vandalle. A minor noble, and the grandfather of Loren the Ranger.
College of Wizardry. This well-established institution boasts the finest in magical education for the well-to-do of Anir. It has the finest reputation among the nobles of the country, but has a poorer reputation among people who actually know a bit more than the rudiments of magic. It's a nice place to start, but it doesn't prepare anyone for the real world. It does have a decent magical library and a series of labs, accessible to members. Anyone can be a member provided they pay the tuition and are admitted by the board (which is not difficult if you can cast middle-level spells).
The Hinterlands
The Company of Ten. This phrase is used occasionally by the older folks who have lived in the area for a while. Apparently, an adventuring party of seven people performed miraculous deeds in the name of good, then disbanded a decade ago. The Company was known to include Loren the Ranger, Ilthaaren the Archmage, Sir Roan the Paladin, Y'dey the Lantern of the Holy Flame, Rufus the Warrior, and Byrne the Wizard. The other four members are not commonly known. Fadiwynn. A small town in the hinterlands, basically in the middle of a swamp and at the junction of three large lakes. The villagers live by fishing and hunting and trading furs and other things they find and make. Fadiwynn grew from a large collection of refugees from the Dwarf and Elf War. Under the protection of the Green Army, these refugees were able to find a safe place to live free of the tyranny of the bandits who plague the area. Fadiwynn is ruled by Loren.
Homel. A small town in the hinterlands, Homel is ruled by Rufus the Warrior and Byrne the Wizard, plus a scattering of their adventuring friends in lesser roles (notably Y'Dey the Lantern of the Holy Flame). Its population is about a thousand people. The town is notable for its proximity to the Temple of Elemental Evil, destroyed a decade ago, though things may be on the rise again.
The Bandit Town (Corlix). This town is officially known to its inhabitants as Corlix, but most people outside the town call it "The Bandit Town" due to the overwhelming number of bandits, thieves, thugs, and other ne'er-do-wells who made Corlix their home. Recently, the party has taken over control of the town, killing or driving out the evil bandit lords and inhabiting the large castle there as their own base of operations. The town has a population of over 6,000. Its castle was built buy the bandit lords using magical means to speed its construction.
Wizard's Watch. This tall wizard's keep is the home of Ilthaaren the Archmage and his family. If anyone knows where it is exactly, no one is talking. The archmage sometimes teleports visitors there. It is not clear that the keep is even on the same plane of existence. The tower sits on the top of a very tall bluff overlooking a 300' cliff. It is a quiet place, except for the occasional harassment of a huge tribe of lizard men that live in caves at the base of the cliff. This harassment stopped when the party paid a sum of 5000 gold pieces for the "deed" to the land Ilthaaren used for his keep. The keep itself is a huge hall with an adjoining tower. In the hall, the archmage's apprentice, Worel Grame, tends to the vast herb gardens.
Paladin's Keep. This is a very small village about a week north of Fadiwynn. It consists of a simple fortified hall and keep where the paladins of the Order of the Holy Flame live and worship, and a few dozen families who live in the surrounds in the safety of the paladin's watchful eyes. Most of these are recent converts to the Holy Flame. Paladin's Keep is ruled by Sir Roan.
Temple of Elemental Evil. Once the demesne of evil demon worshipers, this temple now lies in ruins. It was built over the course of a few years about twenty five years ago, and it became the center of a large population of evil human priests and lords and a throng of evil humanoid tribes who served them. The evil forces were killed by Anirian armies and other forces twenty two years ago at the battle of Emridy Meadows, and the depths of the Temple itself were sealed with magic. Eight years ago, trouble again sprang up around the Temple and it is said that the Company of Ten were responsible for closing it down. Occasionally the leaders of Homel pay some adventurers to check on it and clear out the humanoids (usually goblins and hobgoblins) who like to move into the place and make it their own.
Fadiwynn
Loren. This ranger rules the Green Army and is the quasi-mayor of Fadiwynn. He is nervous and twitchy and usually seems overstressed by the logistics of running a town. It is clear he'd rather be out scouting the woods, but his responsibilities keep him at home doing the books. As commander of the Green Army, he collects reports from his scouts and sends out agents to do mysterious tasks. Loren has a close connection with Ilthaaren the Archmage, and was a member of the now-defunct Company of Ten. He also appears to be the grandson of Lord Vandalle, a nobleman in the court at Krayaudin.
The Green Army. Little is know about this group except that it consists largely of rangers and rogues who perform covert missions under Loren's command. Their purpose seems to be to explore the hinterlands and to protect the refugee citizenry from harm.
The Bandit Town (Corlix)
Castellan Beraine. This middle-aged man now runs the operation of the castle in Corlix. He was hired by the party for 100 gold per month.He served as castellan for a large castle in the north for twenty years before losing it to the Elven forest.
Chamberlain Morlok. This yellow-bearded man, about thirty years old, was hired by the party for 20 gold a month as chamberlain in charge of supplies for the castle. He used to be an innkeeper for a very large tavern. Two cooks, two maids, two stable hands, and two smiths report to Morlok.
Senechal Esterra. This man served as a colonel in the Anirian army in Krayaudin for twelve years before he retired. He walks with a limp and has a magical longsword. The party hired him as senechal for 25 gold a month (plus bonuses) to lead the defense of the castle. He commands four platoons of twelve soldiers and one officer each (52 total).
Sheriff Dannik. Hired by the party for 20 gold a month, this mustachioed man is in charge of the safety of the town. He leads twelve deputies in patroling the town and making sure its laws are followed and justice is served.
Gold Threads. A sweet old lady named Perella makes the uniforms for the castle's servants and the guards and police of the town from this store. House of Alchemy. This is a potion shop run by a wizard named Chalo.
Drunk Dragon. This is the seediest tavern in Corlix. It seems to be run by Zabor, a man with no left hand. The bar has booths with privacy curtains and is frequented by thugs, thieves, and prostitutes.
"Lord" Kravik. This was one of the bandit leaders who ran the town. He was killed by the party.
Eckoraine. This was another of the bandit leaders. He had apparent arcane powers, and escaped before the party could slay him.
Wizard's Watch
Lord Ilthaaren. An archmage who occasionally helps the Green Army. Known to be a stickler for the rules, this older man can be quite abrasive, but he is a powerful archmage, so people typically give him his way. He helped the party defeat a lesser vrock demon (Varloc the Broken) who was attacking his daughter, and he used a Power Word, so his power is assumed to be great. He appears to be able to teleport at will, and often comes to the call of Loren the Ranger or Sir Roan the Paladin. He was a member of the now-defunct Company of Ten.
Worel Grame. This strange, hook-nosed man is suspicious and unfriendly, much like the archmage to whom Worel is apprenticed. He studies the magical arts and takes care of the extensive gardens inside the keep. He is serious and studious, and finds no pleasure in frivolity.
Lady Sheleena. The elder daughter of Ilthaaren is a young wizard and the pride and joy of her father. She married Sir Estandon, Knight of Renown, in a memorable wedding where nothing went right.
Lady Keera. The younger daughter of Ilthaaren is a roguish and troublemaking waif with a bad attitude. However, after learning some tough life lessons, she agreed to return to Wizard's Watch to study magic with her father. Maybe she's growing up.
Paladin's Keep
Sir Roan. This aging paladin has not yet hung up his full plate armor or his shining bastard sword. He is the mentor and unofficial leader of the Order of the Holy Flame, and a member of the now-defunct Company of Ten. He is known to use his force of personality to make people attend holy services at dawn and dusk.
The Order of the Holy Flame. This is a knighthood of paladins who strive to bring the goodness and law of the Holy Light to everyone in the world. They evangelize, preferring to win over converts by persuasion and logic rather than threat and violence. However, the seek out evil and destroy it whenever they find it. They consider themselves honorable subjects of the monarchy of Anir and subordinates of the Beacon of the Holy Flame. They govern themselves as a round table, and invite the strongest and best into their inner circle. They strive to bring order to the hinterlands. They see their greatest threats as the evil of the Dwarves and the chaos of the Elves. The Order spends a great deal of energy exploring ancient ruins in the hinterlands for some unknown purpose, but they have returned with information about ruins and magical artifacts. They are based in Paladin's Keep.
The Hidden Temple of Corunthir
The Hidden Temple of Corunthir. The party discovered an ancient temple, covered by magic that kept it hidden from most for centuries. It was inhabited by evil priests — and, in the sealed lower crypts, by undead — and was cleaned out by Ensaris and his friends. Ensaris performed a consecration ritual once he discovered that the temple had once been dedicated to Corunthir. Its magical protection has diminished since the consecration, but the people of the area still call it "the hidden temple." It is still somewhat difficult to find due to the dense forests around it, unless one has been there before is or is a ranger. The temple is officially run by Ensaris, but not under official Holy Flame sanction as Ensaris has broken from the church. Day-to-day activities are handled by Parren, a priestess cohort who is loyal to Ensaris, and by Korr the Calm, the ogre monk.
Parren. This priestess showed up at the Hidden Temple of Corunthir when she heard it was discovered. Ensaris had appealed to the church for the right to rule the place, but the alignment of his goals and the Holy Flame's was found to be lacking. Parren understood the potential of a new faction dedicated to Corunthir, and journeyed to the Temple to ask to help Ensaris. She is undoubtedly loyal to Corunthir and Ensaris.
Korr the Calm. Once a brutish young ogre, the party saw the good in him and took him under their wing. He proved to be a strong fighter for the group, and as he matured, he turned into a huge and powerful friend. He had a near-death experience at the Hidden Temple of Corunthir, and was resurrected by that god's power. Since then, he has pledged himself to Corunthir, becoming an ascetic monk. His goals are to protect Corunthir's temple that gave him renewed life, and to pursue life as a monk to gain inner peace. He loves his friends in the party and would do almost anything for them. He is not bright, but he is good-hearted. He changes his nickname when he feels his life path has changed (hence a stream of names like "Korr the Bad," "Korr the Big," "Korr the Powerful," "Korr the Dangerous," and now "Korr the Calm").
Homel
(Taken from the module, Return to the Temple of Elemental Evil.)
Burne and Rufus. Burne the Wizard and Rufus the Warrior settled in Homel fifteen years ago. They keep to themselves in their fortress keep, coming out occasionally for dinner at the local Inn of the Welcome Wench or to do some business. They let Elmo run the daily activities of the town and try not to be active rulers of any kind, preferring to let things take their course. When real trouble occurs, though, they do not hesitate to come to aid with sword and spells. The townspeople still recognize them as the official town rulers. The sexuality of the two is certainly in question, but no one dares to ask outright.
Burne's Badgers. This is a group of two dozen mercenaries, on permanent retainer. They are called the Badgers because of their coat-of-arms, which bears a brown badger, rampant, on an orange field.
Captain Elmo. Captain of the Militia of Homel, he commands Burne's Badgers and keeps an eye on who comes and goes in town. Quite sociable for a ranger, he has much influence in town, and appears to be the right hand man for the leaders, Burne and Rufus. He's good friends with Jaroo the Druid and Yether the Keen, but does not seem to get along with Y'Dey. He lost his brother a decade ago in the missions against the Temple of Elemental Evil.
Lantern Y'Dey. The Lantern is a powerful priest of the Holy Flame, and every bit the wise and demanding lawful good crone. She maintains a very posh temple with several floors and many hidden offices. She knows a lot about the history of the Temple of Elemental Evil, and collects artifacts related to it or the Elder Elemental Eye. She was a member of the Company of Ten.
Yether the Keen. Yether is an older man with a ruddy face and short gray-white beard. The temple he opened here two years ago is dedicated to the Holy Flame's healing and goodness aspects, which are much aligned with Corunthir. He emphasizes doing the right thing over following orders, and this has gained him many converts from the pagan populace. His rank within the Temple of the Holy Flame is likely very low, but he prefers to be called "Father." He's quick to help with scrolls and spells and knows a bit of lore about the Temple of Elemental Evil.
Jenithar Rhengold. This golden-haired half-elf is a priestess to the nature-warrior goddess Eline. She keeps a small shrine to the goddess in Homel and has been known to cast a spell or two for her faithful.
Jaroo Ashstaff. This elderly druid has long maintained a grove in town devoted to nature. He is well known for his animal companion, a brown bear named Tanak. Jaroo has an assistant named Yundi, who has a wolf animal companion named Wyst.
Questin Himmble. An ugly and chaotic halfling warrior, he is quick to anger. He seems to have some unfinished business in Homel. He's not very trustworthy.
Inn of the Welcome Wench. This is a warm and well-appointed inn and dining hall, offering the best meals available for leagues. It is frequented by Homel notables. Full meals range from 4-8 silver, and light meals can be had for 1-2 silver. A wide selection of alcoholic beverages are available. Rooms are comfortable and warm, and include an extra blanket for the bed, a desk and chair, and a wash basin. Five single-bed rooms are available for 1 gold each. One two-bed suite, which boasts a large fireplace and hearth, is available for 3 gold. All rooms can be locked, but the key must be rented for an additional 1 gold per night. A common room is available for 5 silver per night.
Zerosh Nubric. This reclusive man buys and sells scrolls. Apparently, there's enough business to keep him fed; then again, at 25-400 gold per scroll, he doesn't have to sell many. Spugnoir and Renne. This father and daughter team sells potions and elixirs. Prices range from 50-1000 gold depending on rarity. Spugnoir has arcane spellcasting abilities, and a tabby cat familiar named Sebbekai.
Terrigan's. This is a seedy bar that serves watery ale in large tankards for 2 cp. Papa's Bakery. Run by "Papa" Otho Gyver, this bakery fills the town with wonderful smells of fresh bread, pastry, and cakes every day.
Old Trading Post. This general store provides non-perishable supplies to the town.
