The Vicariate of Hatar-Surkea - Komormetsa



Welcome traveller of the road, come and sit in the heath of haven. By the waystones and bonfires of the towns and cities alike. Here you be safe, I promise, as long you follow the rule of law and the serene thoughts the priests of constancy provide. Come, I am obliged to help. Come close to fire, heat your shivering bones. Lay your axe to the side, the woods will not creep into your mind now. They are gone from this town. A haven it is. As you know, we let no revenants in, for who knows what torture they have endured? What vile thoughts they would bring to our safe little haven…

Description

Welcome to Magamaa. The lands of the Serene and their Bishops, whose ritualistic ululations calm the terrifying memories. Providing forgetfulness for those whose regret is consuming and melancholy that foretells a doomed death, with the aid of the Waystone magic. Stones of tranquil power able to keep the forest away, glowing with an unnatural light. Not all seek the calming words and powers of the priesthood, for they see them as nothing more then false prophets and merciless autocrats. Instead they find solace in, what the priests fear most, the woods under the guidance of the moon and her many liminal personas. However, some get lost in the woods of Komormetsa, losing their humanity and sanity coming backs as spirits of forlorn times.

A place where the border of the forest can be seen at all times on the horizon, only broken by the cathedral spires of the cities along the Waystone Strada. With an Archdeacon in each cathedral city, they rule over the rolling hills of the clearing. Through Parishes, and Chapelries, wishes of the paupers are made, while demands of the constancy are given out.

Our journey starts at the Vicariate of Hatar-Surkea, with the city of the same name. A city of timber and straw roofs, its curving and narrow street give raise to an atmosphere of homeliness. Cutting through the city you see the massive Waystone Strada, a road made by hands before the Catastrophe, connecting Magamaa and the other nations. A city of five cathedrals, four of which are build on a hill, two on each side of the road. The last cathedral, known as the Arch Cathedral of Mother Ivanka, is build over the narrowest part of the Waystone Strada, as a wooden arch with a monastery on it's southern side and a convent on the northern sid. It also serves as the seat of the Archdeacon.

Travel east and you are met with a forking road, the Waystone going northwards again through the Forlorn Forest, and an earthen beaten road to the Fort of the Cliffers. The Cliffers are a Church sponsored mercenary company tasked to stop the raiders from the caverns. The isolated forest on the northern part of the fork, round and grim, with a secret within of cursed knights and people known as the Revenants. Now they roam the countryside with their nightmarish animals.

Southeast of the city lies the Great Border, a massive cliff face splitting the Known Forest in two and home to the people of ash grey and from cavernous underworld - the Krasni.
Here is a map.
Characters of importance in Hatar-Surkea

Archdeacon Maagnus the VI
A man of glamour and cold justice. He enjoys the spoils from his political initiatives. Which many have been successful in bringing the riches of the west and southwest to Hatar-Surkea. However, his pragmatism has often been criticized to be unchurchly and against the teachings of the Serene. He is often seen smiling when in public and serving messes. However, the Bishop and priesthood can be heard talking about his temper and cold justice behind cold doors. He has recently become the patron of the graveyards around the city, electing a new body to the churches local entities, of who he is the sole master off.

Sanctifier Adelbert Kuolema
A councilor to the Archdeacon, often seen overseeing funerals of important members of the community, and walking with the Archdeacon. The chief of operations of the Sanctifiers that Maagnus is head off. He is a man of action and seems quite distant to most. He is from the Capital of Magamaa, which is not helping his reputation. Polite, but emotionless.

Head Alderman Yuri the II
Stern, diplomatic, but has the temper of a goat. He is currently running a campaign of reinforcing the Serene's will on the war against the Undead. Something he argues that the Archdeacon is passive to work against.

The Liminal Sister
Mysterious, in hiding, and part of the Cult of the Moon. She is wanted by the church, but keeps slipping through their fingers. When encountered or requested to meet, it will happen when the moon is out. For in the light of day she does not exist. If convinced the characters wish to help her out, she will ask them to bring her the Icon of Mother Ivanka, which she knows only lies to the east.
Special: The Sister is able to go through paths along the inmaterial. It gives her the power to run through solid walls and other physical barriers.


Rumours from Hatar-Surkea
d8
RUMOUR
True/False
1
A Lordling of Entropy lies in the legendary Krasni City of Uuan’bhuuan. It is said to be the mastermind of the recent raids on outlying villages.
True, the Lordling is known as Count Drisah, Schemer of Discord
2
The Archdeacon is serving interests beside the church. Namely being the main patron and host of a quite lucrative Black Market for various illegal books on magic.
True. Archdeacon Maagnus the VI is a prolific consumer of magic, and is friends with a Necromancer.
3
Head Alderman Yuri the II is scheming to dethrone the Archdeacon for heresy against the Serene Council of Magamaa.
True. He even plans to become Archdeacon himself.
4
The Liminals are delusional and should be hunted down before coming back as the undeath.
False, they are just people rejecting the Serene. But please, be a fanatic.
5
The Head Alderman is a Liminal and has conference with the Moon, naked and on a broomstick.
False. He is a stout believer in the Serene. He is also arresting people who are spreading the rumour.
6
The Liminal Sister has been seen in the city, looking for a heart of some sort.
True. She can be found in plain sight.
7
It is because of Wizards and their kin the waystone of Kryzstof’s Castle died out.
True. In the room of the Waystone, one will find the remnants of Magi and Sorceresses who died performing a spell of shorts.
8
The Krasni and Revenant Knights are in league with each other and plan to attack the city.
False, when the Krasni and Revenant Knights meet each other they usually fight to the bitter end. They do not serve the same masters.

The Forlorn Forest

The Forlorn Forest lies in the clearing, at its heart lies Kryzstof’s Castle. A mighty fortress build upon a Waystone, now faded out and without life. With it’s death, the trees began to disrupt the fields, vines began to reclaim the stones, and sanity was the first to leave. Slowly it spread, consuming one village after another. Now there stands an almost perfect round forest, and from it comes dark creatures of undeath and nightmares. Revenant knights and nightmares, with their peasantry roam at night, while at day the forest wails dooming fates and whispers sweet temptations.

Things you can meet in the Forest

Revenant Knight
Skill: 9
Stamina: 20
Initiative: 3
Armour: 4
Damage as weapon.
Mien:
1.Vengeful | 2.Sorrow | 3.Regretful | 4.Vengeful | 5.Sorrow | 6.Enraged

Revenant Knights are people of a forlorn time. Their souls trapped within the armours they died in, and with only the most grim memories installed in their mind. While fighting them, they will burst with sorrow and cries as if relieving some horrible memory. They are stuck in a timeless loop, made to fight every night with whatever they meet. They cannot be reasoned with. If the Moon is covered by clouds, the Knights become more sure of themselves.

Special
If reduced to zero stamina the Revenant does not die, they simply disappear. The memory of the defeat will haunt the Revenant and they will hunt the party down. To kill a Revenant Knight, one has to kill his Nightmare steed and cover one’s weapon in the beasts blood, then kill the Revenant with that weapon. Or any other method for capturing or destroying the soul of the Knight.

Revenant Peasant
Skill: 3
Stamina: 4
Initiative: 1
Armour: 1
Damage as weapon.
Mien:
1.Horrified | 2.Sorrow | 3.Vengeful | 4.Enraged | 5.Sorrow | 6.Horrified

Like their Knight counterpart they are stuck in a loop of eternal despair. However they are more cowardice and are willing to not relive death, unless the moon is covered by clouds then they become enraged.

Special
Same as Revenant Knight, however, they have Nightmare Hounds, Cats, Chickens, and other farmstead animals instead.

Nightmare Animal 
Skill: 3
Stamina: 14
Initiative: 1
Armour: 2
Damage as small or modest beast.
Mien:
  1. Enraged
A scheming and hateful animal. It is the terror manifested as a twisted companion of the ghosts of people. They whisper lies and hateful memories to their victim, while twisting them the worst possible scenario. They are also an anchor for the dead, making the eternal peace impossible.


Forest Spirits of the Forlorn Forest

Skill: 5
Stamina: 10
Initiative: 4
Armour: 2
Damage as modest beast.
Mien:
1.Playful | 2.Deceitful | 3.Cheerful | 4.Indifferent | 5.Playful | 6.Deceitful

These amorphic spirits wander their home forest. Looking for things amiss and playing with them. They often sing soft lullabies about the time of day. At night when the moon is out they are able to be reasoned with and convinced to help you out. At any other time, they will try to trick you into something dangerous or stupid. They aren’t mean spirited, simply trying to keep their forest neat.

Special
Whenever you are near one or more, you can feel the creeping of a lingering feeling of dread. Your mind begin to go back to the most unpleasant of memories you have twisting the details and making it even more horrible. Test an appropriate fear-related skill, if you fail it you lose 1 luck (or if you are playing IC you lose 1 Sanity).

Rumours from villages around the Forlorn Forest
d8
RUMOUR
True/False
1
Kryzstof’s Castle has a chamber of gold and precious singular idol the church is interested in.
Semi-true. There is the Idol of Mother Ivanka the Clearminded. The church would be very happy to get it back. However, no gold at the Fortress.
2
The Revenant Knights and their Peasant Hordes are able to shackle your soul to their aimless cause.
True. If a PC dies, they will join the Revenant Knights team.
3
To kill a Revenant Knight for good, you have to kill their steed first and impale the Knight with the same weapon that killed the steed.
True. However, just as long it is killed with a weapon bathed in the steeds blood.
4
The Spirits around the Forlorn Forest can be reasoned with at the first ray of twilight.
False, it is at the first sight of the moon.
5
It is because of Wizards and their kin the waystone of Kryzstof’s Castle died out.
True. In the room of the Waystone, one will find the remnants of Magi and Sorceresses who died performing a spell of shorts.
6
It is said the Wizard responsible for the catastrophe has now become a Lich, and resides inside the castle walls.
False, at least on the residing part.
7
Three Greater Spirits resides within the Forest, each fighting one another for the fountain of the Castle. For in the fountain lies the “Heart of Kryzstof the Executor”.
Semi-True. Three Great Spirits do reside within the forest, but they do not fight each. And there is a heart in the fountain.
8
If the heart is moved, the forest follows it.
False.

The Great Border

In the Great Border’s massive caverns and cave systems you find the Krasno, a people small, dangerous, and ingenious when it comes to defying the laws the plane is bonded by. Their appear dull and clumsy at first, but with time their schemes and alien desires come to light. Much like their bright orange and red eyes that flicker with excitement at every opportunity to satisfy their euphoria.

Their chaotic, and deviant, cities serve only those who can resist the temptations lying deep inside. Which suits the Krasni quite well, for they hold no interest to the riches that lay at the heart. They see only the need to further their personal and collective causes, for a god none of humanity has set their eyes on, but simply known as the Krasni Patron.

Things you can meet in the Caverns of the Great Border
Krasno Raider

Skill: 10
Stamina: 15
Initiative: 2
Armour: 2
Damage as weapon.
Mien:
1. Determined | 2.Fanatical | 3.Murderous | 4.Greedy | 5.Agitated | 6.Berserk

Krasno Raiders are known for their savagery and tactical mindset when in battle. They will attack in synchronised strikes and prefer ambushes, and hit and run tactics. Hope to meet them before they prepare to attack, for otherwise they are not to reason with.

Hellhound
Skill: 12
Stamina: 20
Initiative: 3
Armour: 1
Damage as large beast.
Mien:
  1. Alien
Hellhounds from the Schemer’s Realm. These monstrous hounds are made in the image of their Lordling. Their elegant slender bodies are contrasted by the ever changing molten scales form the faces of the people they devour, and their lizard heads dancing from side to side licking the air for it’s next snack. Count Drisah can see through their eyes, and give them commands. The Krasni Patron can even talk through their mouths if it so wishes.
Special
Anybody caught looking into the Hellhounds eyes, test your luck (appropriate skill if playing IC) to see if you get paralysed. You are paralysed as long as they are staring at you.

Krasno Guardian
Skill: 12
Stamina: 20
Initiative: 2
Armour:
5
Damage as weapon. 
Mien:
1.Stoic | 2.Patient | 3.Unemotional | 4.Reserved | 5.Indifferent | 6.Stoic

Krasno Guardians stand in front of the gates to their cities and cave systems. They are usually not aggressive to travellers unless you are trespassing. They function as judge, jury, and executioners to any non-Krasni breaking laws they probably did not know about. Asking is recommended before any action is performed, even the asking.

Rumours from villages near the Great Border
d8
RUMOUR
True/False
1
The Krasni are demon spawn and there is prove of it, in that they have no heart but a bloodsoaked gem in it’s place.
False, but their bones are of a special copper looking metal.
2
Hellhounds have been heard from the caverns within the Great Border, to which the Krasni feed captive children.
Semi-true. They do have Hellhounds, but the children are used for something else.
3
The Lordling of Entropy in Krasni City of Uuan’bhuuan is Count Drisah, a minor Lord of Entropy.
True.
4
Uuan’bhuuan lies in the heart of the Underground, besides a lake of fire and bile.
False. It is next to an ordinary underground lake.
5
The Krasni raiders are abducting humans for ritualistic sacrifice.
True.
6
Their leader, Youuiaan of Aakhiaan, has made a pact with Demons, and given him a demon bride.
True. A demon named Elisa. She looks like a ordinary human. She is quite pleasant, and good at scheming.
7
The Krasni Patron is planning to invade Magamaa with Demons and Krasni.
False. Count Drisah cares only for discord, not conquest.
8
The Leader of the Cliffers is in league with the Krasni, and is allowing them to raid on the settlements.
False. The Cliffers are are understaffed.



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