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FortTree Environs & Peeps

Fort Commander, Red Sky Buffalo
“Along the Westron River Sylvania begins to end and the Wildlands stretch out towards EdgeCliffe, visible most days despite it’s distance, standing there like a wall up above and between the clouds, at the end of the world. The WileLans seem an intimidating place not just for the faint of heart.

For those who know her ways however, one just must know to become more careful and aware when crossing the almost invisible border of the slow wide river lined with shallows and sandbars.

Then, the no less invisible line that is nonetheless well demarcated, between druids, fairies, and gnomes, and dragons, kobolds, and goblins.
Farther west are lines adult dragons are reluctant to cross, some of which are well known and well demarcated, and others which are neither.

Most Sylvanians have been taught there’s no reason to take the risk of being too close to the EdgeCliffe, the Feywild, or the Underdark. Nothing is worth being where the forces of Evil, brutality, dark, and wildness have reach, nor the efforts to live in the wild, the tiger eat tiger way.

Nonetheless, there is much of so many types of value to be had here.

Some are born here and have roots like trees, others come from far and wide seeking adventure, or many things more specific.

Treasure, fame, and a world that can molded by strong and charismatic individuals of any race. The defenses of one’s peoples, the machinations of other. The stakes are always high is where the risks are always high is where the profits are always high, for the stakes are always high.

This is Silvania’s buffer zone to the Edge of the world, the Dragon Empire’s Legions, and the Underdark. I need ambassadors, protectors of the beneficiaries of our hegemony, expungers of evil and the undead, and many other things. What I need most is observant eyes that watch above and below and report what they see.

Maybe you can do all these jobs, maybe none. We send you out on an easy task, one close to the breast of our influence. Do it well and you will find much more potentially rewarding tasks assigned you soon.

Above all, always familiarize yourself with your environs and keep an eye on the sky above and the waters below.
Play nice if they’ll let you, and try to make Sylvania proud.
If you see Evil you think you can take, wipe it out, but if you see a flight of well and uniformly armored dragonbreds headed our way, crush a tracking pendant or at least send a pigeon or squirrel to let us know.”

The Fort Tree

On the N & S sides of the fort are 2 aerie trees, for griffon and pegasi respectively. Each has a crew of 3 that keep the animals fed and watered and make sure their waste is shoveled and swept into the plumbing that goes down the trunk and thru the roots to the swamp to the south of the FortTree, or directly into the swamp.

The main body of the FortTree is an 90′ wide octagon in overview. It rises from about 80′ off the ground to about 130′. With 4 sets of stairs and covered parapeted walkways every 8′ up inside and outside a huge chamber having many closable ports in the walls for firing arrows and ballistae, twice the normal garrison can all at once fire out, or in, from any of the 8 sides. Many of the ballistae have a door that allows them to slide in and out and swivel to shoot from either covered parapet. in many places parts of the parapets can be folded outwards to become murder holes. Boulders, ammo, and means for heating oil and water are distributed throughout these walls and platforms. There are hoses connected to water tanks that make it easy to keep the defensive works wet to repel fire, or to boil and drop on enemies to scald them.

A 30′ wide parapeted command center with a 20′ wide conical steel roof is perched atop a circular stair case in the middle of this main chamber with 2 covered catwalks to the sides, with several ropes and a couple open lifts that go from top to bottom all around a covered catwalk around it.

There is an open floor both above and below this main chamber.
The top one has temples and shrines, some of which are open to the air.
Below is the mess hall, quarters, breifing rooms, et cetera.
Below that is the Public House.

Above the main chamber are 2 smaller aeries for griffons and peggasi. There’s a civilian wd elf here who is retained to manage and flush the waste, feed, water, and straw, with the help of a half hill giant assistant.

Above the aeries are 2 octagonal floors of parapets, ballistae, and catapults with 25′ height in between. The upper one has a small self serve mess hall galley, and a stone disk on which a large fire can be built with well mounted roasting spits above.

Above that is where the dire squirrels’ families live in a giant nest, about 250 in all, with “plumbing” along the trunk, which the adults all know how to use.

The facilities have surprisingly large openings, because they also discard bedding there.

About 180′ up are a mess of wide hollows in the trunk and branches that act as cisterns. The tree’s natural ability to raise water keeps these full. The height produces great pressure.

Just above that, at a height of 200′, is an octagonal platform 120′ wide with walls that supports little but for 8 rotating trebuchet at the corners, a supply of various munitions, with 2 ballistae and 1 catapult in the middle of each side.

Just 10′ above the top of the canopy of the fortTree, about 240′, is an open parapeted 80′ wide octagonal platform implanted with hundreds up upright 12′ long 4″ wide poles tipped with 6″ wide deep obsidian spearpoints, many ballistae, and few catapults.

In the one branch that goes way up above the canopy to 230′ one can climb up to a steel covered crow’s nest that can hold about 12 elves and 4 ballistae and always has 2 griffon rider/ arcane archer guards. Directly under it is the highest room with plumbing, which has it’s own small holding tank, a bulbous branch in the middle of the roof.

The mortal oak canopy tops out at under 160′, so the home tree crows nest always offers a stupendous overview of the entire area.

Trunk
The lower main trunk is 150′ wide. In the center of the main trunk is a 10′ wide circular stairs with inner parapets wound around a 30′ killing zone which is also used for lifting large objects and cage lifts via winches and booms from the garrison staging areas at the top and bottom of the main central chamber.
There are 3 huge stone disks with a sm hole in the middle that can be rolled and blocked into place to close the main entry and the top and bottom of the stairs.
Smaller similar ones can be seen recessed into the walls at top and bottom of most stairways throughout the fort.

Under the branches, inside living stockade & moat

On the southern side of the tree is a water hyacinth and duckweed swamp, fed by the flow of the river via a small dike and a mini moat around the area, just outside a living stockade of cypress trees. The area under the tree’s branches is about 160′ radius, the moat is from 40′ beyond that, and is 20′ wide and equally deep. The swamp treats the fort’s sewage before flowing back into the river downstream. Don’t swim in the moat, don’t drink the swamp.
Outside the moat are hybsils, wemics, and buffalo grazing on grassland for 500+ yards.

The Docks
Below the main body of the fort walls there is a huge 70′ wide platform hanging 50′ above this area out 50′ over the river and docks; with many covered parapets, hoardings, ballistae, a few catapults, boulders, ammo, many huge and small murder holes, and means for heating oil and water are distributed throughout.

Quarters and food more comfortable for quadrupeds, giants, and others who don’t want to climb stairs or be up in a tree, can be found in a wooden inn built into the roots, and many small pockets, nooks, and crannies among the roots.

The following people and places live and hang mainly among the roots and lower branches between the FortTree, the docks, and the river’s edge.

Silos for grains, hay, acorns, and straw.
Buildings for storage and trade of bulk goods.

Dire squirrels, patroling, playing, hanging, drinking coffee.

4 boat and barge builders under an open air log and straw pavillion with mass lumber and framings with a two pairs of skid rails flanking trenches into the water for launching barges and very large boats.

Public stables and harness maker.

A simple empty building large enough to board 3 or 4 elephants.

A very small carpenter’s shop with tiny lumber mill and yard

Open air cafe/bar (no roofs actually needed under the overhang).

In a small stone tower with stone walls between 2 huge roots, blocking off the entrance stairs:
Guard of the base & docks, Glen Gnome, female, at a small window over a gate facing west that is usually open allowing access to the fort’s entry and stair well.
2 members of the garrison on rotating duty. One on each wall.

3 outhouses on the south side above the swamp

barge path along the Eastern bank

3 small floating docks, 2 large ones on huge cypress piles.

A large boat house with 2 fort boats and 3 small fast boats (magically propelled?).

2 small houseboats, and a larger one

2 large ferry barges, 3 small ones

2 Ferry Pilots, Wood Elf & Giant Gnome

1 Boatswain, Killoren

1 Barge Swain, Barbarian 2nd, Half Ogre, female

10 large birchbark canoes stacked over 2 very low tree branches

9 buffalo barges, 2 full

8 feed barges, 3 full

Garrison

When in uniform, the garrison is literally wearing their levels on their insignia, as stars, bars, and chevrons, so it is “public” knowledge.

Fort Commander, Red Sky Buffalo, mature large Wood Elf, Elite Griffon Rider 16th, Arcane Archer 12th, Commander 9th.

Fort Seer, Eye o Neut, wood elf / Oriental (1/2 elf), female, Corellon Cleric 13, Druid 12, Elite Prophet 9, Arcane Archer 7th, Command 5th,

FortMage, SunCloud FeyDragon, Pixie/Gnome, female, often in chambers

Mage Squad Commander

Fort Healer, Glade Stream Deerfey, WD Elf, Correllon Cleric 14th, Druid 11th, Griffon Rider 8th, “Allnessing bless you”

BattleMage, in the field

BattleMage Support, in the field

Battle Commander, in the field

Battlefield Healer, in the field

Siege Engineer Mage, in the field

Intelligence Uniforms tell you nothing, Killoren / Lightfoot, androgynous,

Logistics Command (“LC Officer”), Corellon Cleric 12th, Comms, Logi, Support (“CLS”) Engineer 10th, Archer 9th, Griffon Rider 8th, Command 5th

Fort Crafter, Gnome,

Fort Artificer subclass Seige Engineer, Gnome / Spriggan

Artificer subclass Field Artillerist, Jungle Hairfeet Halfling, female, in the field, spec equip for goblinoids, dragons, dinos

Artificier subclass Alchemist, Half Human,

Alchemist, Arcane Archer, Half Gnome,

Tree Warden, Grethvalen Bear, Griffon rider 8th, slender Giant Fairy / Wood Elf, Druid 15th, Arcane Archer 14th, Tree Engineer 9th,

Captain of the Treefort, GladSong Bearpaw, Wood Elf, female, Paladin 10th, Long Sword Blademaster 9th, Arcane Archer 8th, Griffon Rider 8th, Commander 5th, always carries a deep obsidan spear,

Captain of the Watch, DaemonBane GrifFenFey, mature large Giant Pixie/ 1/2 (wd/gry) elf, elite griffon rider 10th, Arcane Archer 8th, Commander 7th,

Captain of Training, DrakBrock Wolfson, Human / Hobgoblin, Elite Griffon rider 11th, Arcane Archer 9th, carries a great swd, “ifIcan youcan”

Quartermaster

Mount Trainer, Killoren, female, usually in the aeries

Mount Handler, Sun(ny) Grass Pen, Oriental, female, usually in the aeries

Armorer,

Arsenal Officer,

Black Smith,

Bowyer

Fletcher

Garrison harness and saddle maker, Gnome, Griffon Rider, usually in the workshop

Pidgeon Master, Eagle Rider Bear, Corellon Cleric 8th, Druid 7th, Archer 5th, Killoren female,

First Sarge, Giant Woodelf, female

Garisson Sargent,

Armoury Sargent,

Supply Sargent,

Scout Sargent,

15 Scouts (12 in the field)

250 Dire Squirrels, (100 in the field)

130 Garrison (90 in the field)

20 Trainees

Pub House, Store, & Inn, Commons Room
Top of the main trunk stairwell

Inn Tender, Gray Elf, female, sorcerer, Corellon cleric, archer, griffon rider,

Bartender, Musician, fighter, cleric, short rotund Wood Elf

Merchant, mage, Musician, Throwback Elf

Bob Dallyman, Cook, Musician, Human / Wild Elf

Server, Giant Wood Elf, female, bouncer, musician, fighter

Most days the following will be in the Commons Room

Lilting Dawn Song, Bard, Archer, Human, female

Hamr Stormr, Merc Broker, fighter, rogue, Spriggan / Tree Gnome

Relic Hunt Otter, Oral, Maps, & Ancient, Loremaster, gnome/elf

Clive Guy, dood always looking for info about ancient ruins or maps from them, human / hobgoblin

Artificer, Arcane Archer, half dragon

Johon Van Hessling, Half Human, Artificer subclass Alchemist,

2 or 3 fort officers

Garisson Sargent

7-37 off duty garrison

5 Barge Pilots

3 Wood Elf, Elf giant – type whoops, Gnome

5-8 dire squirrels, drinking small glasses of mead, 1 is wearing a beret, 2 or 3 have daggers, 2 or 3 have tiny crossbows.

Boatswain, Mist Breeze Deer, Arcane Archer, Ranger, Giant Pixie, female, longbow, longsword, 5 pigeons, tracking necklace, map, scout pack (everything one could need), 18′ Canoe, 7 paddles, Hard Tack Acorn Pemmican in waterproof bladders hung tight from the inside edges

Boatswain, Ol Dirty Boar, Arcane Archer, Ranger, Wood Elf, longbow, longsword, 5 pigeons, tracking necklace, map, scout pack (everything one could need), 18′ Canoe, 7 paddles, Hard Tack Acorn Pemmican in waterproof bladders hung tight from the inside edges

(The canoes are downstairs by the docks.)

Categories
Critical Background Events

Between Where We Left Off & We Start Next

“Around here, we DON’T see them, EVERY day.”
Usually said by way of hello, very close, from right behind you, in extra deep voice, whilst invisible.
“You don’t see them here, you don’t see them there, you don’t see them just about everywhere, pretty much all the time. Those also, we’re ALWAYS not seeing those, everywhere.”

The 1/2 Copper Dragon Lady, Sunset Gala Moon, visualizes right behind the character closest to the stairs.
At her left is Bright Rising Moon, 1/2 dragon son of Sunset, a bard.
At her right is Mistwind Song Bear, satyr / wood elf bard who hangs with the Faerie Dragon and High Druids.

They are very dirty.

“Hey! would any of you ever like to see some of my collection of mind pictures of ancient mosaics? They are mini permanent illusions I made to be exact copies of mosaics and artworks I’ve seen in ruins. I discovered a way to store them in crystals so they can be browsed at leisure…” You just hold them up to light and look thru them.

“Bright Rising Moon, my son here, knows you’re welcome in my lair even if I’m not there at the time. He’s usually a homebody, sitting comfortably around the yard writing some song for me.”

“The way to the new tower has just been sealed for your protection.
The Exterminator Squad will be hitting what’s left of those poor bugbears any minute now.

Likely it’ll all be over w/in an hour or few.

I swam through the loose dirt they were piling at the top of the tunnel. The ogre and bugbear workers told me they were told to seal the tunnel to keep us out and to say they relinquish any claims if asked or attacked.

Turns out (air quotes) leadership had no intention of doing anything but stalling for a little more time.

I went down there to give King MugFace Ogre Magi of the Nosebiter Clan a good, “look see, here’s how’s it gonna be”.

He didn’t seem to be following me, but long before I saw it in his eyes I saw it in random bugbears around me…

By the time I saw one of their jumping brain puppies, I could tell the King was already gone!

I’m upset I didn’t see it sooner… (the other 2 shake their heads slowly, then nod), I know that look far too well, but I’ve had so much on my mind lately.

I ate his head out of mercy for what may have been left of him, and fled. We imagine we barely made it (the Bards nod solemnly then grin).

Of course, I felt a need to render him as much with my acid as with my teeth, yike! (makes yucky face).

The place was filthy with those horrors and now, double damned, their victims. That nest of filth must be sterilized.

Is there anything easier to loath than mind flayers?

So I sealed the stone corridor. The Tunnel Rats will hit them within the hour I’m sure.

You can probably expect some company up top over here. I recommend you join them. It’s good to gather in the largest possible crowd when the Delta Demons Squad (DELTA DEMONS! YAH! they’re not actually ALL demons, of course, laughs) are actively working their expertise nearby.

As everyone knows, you never know what will pop up out of the ground fleeing on the ethereal or material planes; mindless, horrid, horror show stuff. A run in can be very unsettling at best.

The walls in the ziggurat will prevent entry from the ethereal, down here, not so much.

If you like, I can be back early on the morrow to let you back into the new find… (pause for response), there seems to be plenty left down here either way. I’ll be here helping get a good start on growing a living stockade around the ziggurat anyway.

You should party and enjoy the forced company. Just don’t pass out, and make sure to watch no one becomes a thrall.

Oh! and in room number 2, off of the 4th floor, the one marked by 2 vertical dashes, please do not damage the possible frozen Egyptian.

If it’s not just some Eskimo, as it is dressed as such, it could be the most instrumental find in known Batteugrun history, or at least an extremely remarkable and maybe very popular one.

Very interesting how it looks like the whole thing seems keyed to teleport magic yet it has gates.

Well, I’m off to spread the word. Ciao!”

The bards look back.

Mistwind, “We’ve got a few chords, rhythms, rhymes, and lines together already, be good pals and create a great song for us to write.”

Bright Rising Moon, “Don’t try too hard tho bros, so far you already seem like a giant box of natural born adventure!”

Mistwind, “Yeah, you wouldn’t want to cut the story short by dying before it’s really gotten started.”

They wink, nod, and nudge at each other, they wink at you.
They hasten to catch up.

Bright Rising hop-flys twice, grabbing the thinish tallish “satyr”, and landing as high up the stairs as he can, just as Sunset Gala Moon climbs up out of sight.

The next time the PCs have a pause and time to think, the cleric’s spell server is tapping him on the shoulder.

Dragon shaman is having a similar experience:

“Yes, the rooms are composed with extremely powerful magics, but it is the ilithids you should never forget to fear.

We have no knowledge of these structures, tread carefully, obscure no info without it’s full comprehension, damage as little as possible.

We are watching with interest, do not hesitate to seek aid, both above, and here.”

They both now get access to the 2rd lvl spell, Lesser Sense Psionic Mind.

They each now have all spell slots opened, as if they had slept and prayed well.

For the remainder of the day they each have an extra slot filled with Sense Psionic.

These are auspicious signs of inauspicious times.
May Allnessing continue to enfold you.

Sunset Gala Moon told a few of the more curious gnomes up top about Zippy da Quicklien’s stuff:

+2 Dig Gauntlets – Move Earth @ 17th – no user limitations

+3 Mithril Entrencher of Excavation or Move Earth @ 16th, 8/week.
2.5 lbs. Can be used as a one hand hammer-axe or dagger-axe for 2d3 blunt dam; if kept sharpened after being used as a shovel: 1d4 slashing, or 2d3 +1 piercing. Counts as +3 magic weapon for purposes of ability to hit. Can be set against a charge by tiny or smaller – no user limitations.

+2 sm club of hold on contact, can throw Bane at 3d4 targets/day- no user limitations.

Spider climb ring 1-3 hrs, 1-3/day
+2 short sword
+2 small size hand crossbow & 23 bolts.
+1 sm buckler of Shield 1-3/day.
Ancient coin of emulate feat 1/day
2 perm light coins.
3 heal d8+2 coins (one time use)
2 enlarge coin @ 3rd & 5th (one time use)
1 reduce ancient coin at 4th lvl (one time use)
Map of how to get here from a cave 55 miles Westward.
2 each sm, & tiny cold iron manacles.
Small sketch pad and pencil.