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    The Pinnacles of Azor'alq, part 2
    Posted on Sat, November 03, 2001 by Dogadmin
    Aeolius writes "The following campaign background continues to detail the region of the Dramidj Ocean where rest the Pinnacles of Azor'alq, is adapted from various sources, including Greyhawk Adventures.

    Author: Aeolius.

    The following campaign background continues to detail the region of the Dramidj Ocean where rest the Pinnacles of Azor'alq, is adapted from various sources, including Greyhawk Adventures.

    Beneath the Pinnacles of Azor'alq: Background

    (continued from part 1)

    By Aeolius. This information is reprinted with permission, from http://www.lobi.com/campaigns/bpaa/. Do not repost without obtaining prior permission from the author.

    IX: The Presence of Petitioners / The Hubris of Hags

    While the abyssal hag may have, in her rage, summoned the means to transform many of her half-fiend offspring into lampreys, the origin of the aquatic larva rests within the lower planes.

    If, while on the topmost layer of the Gray Waste of Hades, a larva is dropped into the river Styx, it often emerges as a Styx petitioner known as a lamprey. From Oinos, the Styx wanders throughout the uppermost layers of six additional planes; the Infernal Battlefield of Archeron, the Nine Hells of Baator, the Bleak Eternity of Gehenna, the Tarterian Depths of Carceri, the Infinite Layers of the Abyss, and the Windswept Depths of Pandemonium. During this journey, a lamprey may take on a variety of forms and functions.

    A strain of greenhag known as Stygian hags are known to travel the River Styx upon decommissioned Ships of Chaos, for which they had bartered at great price. Stygian hags often keep company with ferrymen and pay their respects to the Hag Countess of Malbolge.

    The hag lich Syliah holds council with two others, a hellhag and Stygian hag. While the dire covey is known for its ferocity and cunning, they are also known to rule three additional coveys, in turn. Superior variations of a sea hag, annis, and greenhag respectively, Syliah and her cohorts, Flagrann and Neoi, seek mastery and revenge over the demonkind which honor Dagon.

    When the Styx meanders through the bloodied layer of Avernus, the topmost region of the Nine Hells of Baator, the lampreys therein are often captured to form the amphibious hellbenders. These lizard-like creatures often find their way to the deeper water-laden layers such as Sygia, the fifth layer, where they are either transformed into gelatinous forms called nudibranche, or mutate into creatures known only as blacktooth terrors. Blacktooth terrors are free-willed water-breathing devils, often seen in massive schools encircling Levistus's Tomb.

    It is worth noting that, while Demogorgon holds power over the Brine Flats of Abysm on the fifth layer of the Abyss, lamprey are more inclined to inhabit the Abysmal Sea, a layer ruled in secret by the demon prince Dagon. Within the brood pouch of Dagon, the lamprey transform into demonstars, which resemble long-legged starfish, save for a glowing central eye and the talons which tip each leg. Demonstars serve as the quasits of the deep, in time forming into gretch or death rays.

    Though the populace of daemons may have fled Hades for the Bleak Eternity of Gehenna, the lamprey which remained upon Oinos in time took on a multi-legged form known as bristlers. In the shallows, more sedentary bristlers gather together and form shells of colorless white. Often these creatures, known as skullops, metamorphose into daemonic ferrymen, to tend to the needs of the meandering Styx. Those bristlers which embrace the unsteady currents of the Styx transform into the countless ranks of piscodaemons and hydrodaemons.

    As has been known to occur, in the depths of the Styx, a bristler may come in contact with a bloodworm, a form of Carceri petitioner found upon Porphatys in the care of the titan Oceanus. The former finds the latter to be quite a delicacy, though, through digestion of the demodand energies, the bristler mutates into yet another form, that of the bloodworm. In time, the bloodworm degenerates into the amorphous doomjelly. It is unclear what purpose Oceanus holds for his creations.

    While Neoi keeps watch over the spawn of lampreys in the depths, she has been made aware of a new manner of hag, the half-elemental bluehag. Born in a manner not unlike the tydes, bluehags are descended from true night hags. The Stygian hag also searches for a fabled gateway, which leads from the Dramidj Ocean to the astral plane, where it is guarded by a fearsome dreadnought.

    X: The Circles of Stone / The Artifacts of Al'Akbar

    A dozen years in the past, prior to the great wars which reshaped the civilized peoples of the Flanaess, a band of demons led by the succubus Ariss had been charged by the demon lord Kostchtchie with the task of reassembling the Bringer of Doom, the arcane artifact which wrought great destruction in the Invoked Devastation. To worsen matters, the demons had learned of the circles of stone known as Tovag Baragu; the holy site of Istus used in the calling of the Rain of Colorless Fire. Kostchtchie sought to combine the instruments of the Twin Cataclysms, invoking the Horde of Hades and dispersing them throughout the multiverse using the mystic gateway which was the Tovag Baragu.

    Having restored the Bringer of Doom and located the hidden site of the stone circles, Ariss prepared for the ceremony which would awaken the Horde of Hades. Unsure of combined strength of the artifacts, Ariss used her own daughter, the half-fiend Zephra, to test the portal.

    When the scaly-armed Zephra vanished from the holy site of the Tovag Baragu, the remaining demons were thwarted by a band of heroes.

    Abandoned, Zephra found herself displaced in the skies above the Dramidj Ocean, directly over the Pinnacles of Azor'alq. Seeking to return to the cause of Ariss, Zephra learned of two artifacts, the Cup and Talisman of Al'Akbar, which were rumored to rest in the region of the pillars. Having conjectured that it had been the very presence of the artifacts, which had summoned her, the alu-fiend hoped to secure them.

    Over time, Zephra wrought an unholy alliance, starting with her children, the fiendish fey; fruition of her dalliances with nymphs and nixies. Her magically-grafted forearms, formerly those of a fiendish black dragon, had gifted Zephra with the ability to both breathe and corrupt the waters around her. As she took shelter in the hidden world beneath the waves, the half-fiend continued to research the arcane interactions between the artifacts of Al'Akbar and the circles of stone.

    XI: The Ties That Bind

    Dwelling deep within the depths of the Dramidj, is she who knows the secrets. A wizened midnight hag known as Xaetra recalled that which others of her kind had forgotten. She remembered the time before the transformation; the time when she walked the lands above as human.

    In life, she had been known as the wife of Caliph Talna-bin-Namesh and mother to she who had sequestered the Binder of Geniekind. Although slain as a heretic, Xaetra's heart remained true Bakluni. Once she had mastered the rites of Choleria, she sought sanctuary within the forbidden tombs of the First Dynasty of the Bakluni, for she knew that which others did not.

    In her second life, the midnight hag would have many children. During the years imprisoned within the grasp of the cold lord, she would be known as mother to the succubus Ariss. She would count the salt hag Salkt and bluehag known as Muckmyre amongst her daughters. The sea hag called Tempest is known as her granddaughter.

    As progenitor to the Sisterhood of Blood; a covey comprised of Tempest, Salkt, and Muckmyre, the midnight hag had foreseen the time of her own death by their hands. Within a sunken tower known as the Nighthouse, Xaetra kept company with a sorcerous shade and gathered weapons worthy of her intentions. Biding her time, she prepared the sanctum for her ultimate goal; the destruction of the threefold covey of Syliah.

    Xaetra alone knows the secrets which bind the stone circles to the artifacts of Al'Akbar. It is a secret she has vowed to take with her, to the grave and beyond.

    XII: The Sea of Dreams

    For those who slumber within the confines of the Dramidj Ocean, a single dream awaits. Floating aimlessly within the Region of Dreams is a finite and permanent dreamscape known as the Sea of Dreams.

    At first appearance, the dreamscape seems not unlike a sheltered lagoon, for it holds waters of crystalline clarity, a crescent shaped beach of golden sands, and skies unmarred by darkened clouds. Appearances, however, can be deceiving.

    Without warning, the seas can turn from silent to squalls. Island masses rise and fall beneath the surface of the water, while clouds above assume shapes both familiar and unfamiliar. The waters themselves vary wildly in density, temperature, and salinity. The whole of the dreamscape is highly malleable, by those practiced in lucid dreaming.

    The occupants within the Sea of Dreams include massive living reefs of coral, schools of colorful fish, crabs, squid, and other denizens of the deep. Less common inhabitants include etheric petitioners, wormlike creatures which feed upon a victim's fear, giving them substance and believability. Should those who find themselves within the Sea of Dreams fear the wrath of sharks, as many do, they may soon be pursued by a school of petitioners who have assumed the guises of sharks. Night hags and other dreamwalkers easily recognize an etheric petitioner, no matter what form it adopts.

    Those who have studied the Sea of Dreams conclude that the demiplane's continued existence may be traced to a single phenomenon; the Biocurrent, also known as the Sea Which Lives. Only those trained in select mental disciplines may detect the true form of the Biocurrent, when in a wakened state. Others simply discern a wayward ocean surge. Its form massive and immeasurable, some liken the presence of the Sea Which Lives to that of the gods. When caught within it's current, whether aware or otherwise, sleeping creatures may find their dreams directed by its otherworldly force.

    XIII: The Dramidj Ocean: Beyond the Shrouded Sea

    Within the Dramidj Ocean, a vast circumpolar sea which surrounds the northern continent of Hyboria and encompasses the Icy Sea, many island chains have been discovered. Among them, nestled in the central ocean, are the Janasibs, Ataphads, and the isles of Qayah-Bureis.

    The Janasibs are a cluster of five islands, the largest of which is home to a dormant volcano. Within its crater rests a landlocked lake of salt. Numerous pirates have taken shelter along the shores of the Janasibs, wary of the sea hags in the shallows and sylvan creatures which inhabit the plush forests. Aware of their alliance with local merfolk, the Wardens of the Janasibs have sought council with the Matriarchy of Komal. Many of the marine merrow which inhabit these waters have, of late, displayed magical powers.

    The Ataphad island chain is home to an inbred race originally comprised of outcast Bakluni criminals and other monstrous races. Of noteworthy interest are the sorcerers which dwell upon the northern isles and the sahuagin who frequent the treacherous waters surrounding the Ataphads. While these islands are closest to the Pinnacles of Azor'alq, the Ataphad mongrelmen hold many superstitions, regarding that region. The predominantly northern currents of the Dramidj, coupled with the wrath of the sorcerous overlords, prevent the Ataphadi from venturing beyond the mists which obscure the spires. The overlords, who boast of fiendish blood in their lineage, seek to forge a pact with the Tiger Nomads to the east.

    The Qayah-Bureis isles, named for the northern community of Yif Qayah and southern settlement of Bureis, are home to peaceful fishing communities and nomadic locathah. Following the Battle Beneath the Waves, where Komali and allied merfolk destroyed the majority of Zeif's war-fleet, the shallows surrounding these islands have been riddled with shipwrecks. Of special note is an undead dragon turtle known as Ozefnost, so named for Ozef the Warrior, who was devoured by the turtle after founding the Sultanate of Zeif.

    Allied with Zeif is the land of Tusmit, whose exiled ruler, Jadhim, took with him many of the region's treasures. It is rumored that upon a lone isle, south of the Ataphads and north of Hadash Bay, many of these artifacts have been hidden. Among them are a magical necklace, ensorcelled scimitar, and mystic tapestry. They are rumored to be guarded by a host of animate constructs.

    XIV: Realms of the Drylanders

    The shores of Ekbir and Zeif rest closest to the waters which surround the Pinnacles, while the Plains of the Paynims to the south and Tiger Nomads to the north also enjoy the unusually warm waters offered by the Dramidj.

    The lands of Ekbir, whose citizens follow the Exalted Faith of Al'Akbar, boasts a formidable war-fleet and numerous shipyards. Its capital city, founded by Al'Akbar prior to his ascension, is now at odds with its neighboring territories.

    Nearly four hundred years ago, the Cup and Talisman of Al'Akbar were stolen by mysterious elves mounted upon giant eagles, during Ekbir's religious Procession of Blessing. Wandering clerics of the Exalted Faith still search for the artifacts.

    Within the Caliphate of Ekbir rests the Udgru Forest, whose woods stretch to the shores of the Dramidj. The salty fruit of the yellowish galda tree, while plentiful in this forest, has been distributed to the Pinnacles and nearby isles, by means of seafaring birds.

    Zeif, founded by Ozef the Warrior, was a land once known as the Satrapy of Ghayar. After defeating the evil Satraps and abolishing their blood-tributes, Ozef and his Paynim army invoked a truce, uniting both the sedentary and nomadic peoples of the region under the guidance of Ekbir. Yet, over the centuries, the Paynims proved a troublesome neighbor. A solution was sought, in the invitation of the Brazen Horde from Komal. They were to occupy the lands between Zeif and the Paynims, protecting Zeif from the Paynim raiders. Yet the Brazen Horde and Paynims reached an accommodation, before invading Zeif and Ekbir. In the aftermath of the invasion, the provinces of Tusmit and Ket were lost to Zeif.

    Now dissidents of the Bakhoury Coast also seek independence from Zeif. They have allied themselves with the local sea elves, to aid them in this endeavor.

    XV: The Western Reaches

    Across the Gulf of Ghayar, accessible by the lands of the Dry Steppes, rest the lands of Komal, Risay, and Mur. While little is known of these western territories, save for the tales of the Brazen Horde, it is known that the remaining Komali have forged an alliance with the merfolk in their region. Their queen is said to have borne the heirs of the merfolk king, Jaktar.

    Beneath the Pinnacles of Azor'alq: Prologue

    It was taboo. The deepening slopes you now traveled had always been thus, for they led to the region of the apogees. Yet onward you swam, as if the choice was not your own.

    You remember the great turbulence in Synsaal, the barrier which separates the Thal from Those Above. Such currents often carried treasure; artifacts from those trapped in the unbreathable void atop the hydrosphere. This current proved to be no different.

    Down they came; the great jagged karath homes of Those Above. You counted a full twenty dwellings, as they dropped noisily to the ground below. swimming closer, you noticed the commotion had drawn others to the site. As sharks feasted upon the hapless victims, the plunder began.

    Shining golden disks, translucent jewels, and rectangular caskets of karath littered the Dramidj, as the dwellings of Those Above splintered apart. The debris would make good homes, in time, as the smallest of Thal burrowed into the karath, creating shelters of reef where none had been before.

    Encircling the largest of the fallen dwellings, a gathering of ixitxachitl seemed to be guarding it from the attentions of the others. Drawn by your curiosity, you approached just as the sea hag emerged.

    She was called Tempest. Daughter to a greenhag and unwitting merrow, she was the foulest of creatures, though it was rumored that Meir, her mother, was not a being of wholly evil intent. Repulsed by her daughter, Meir had thrown Tempest to the whims of the merrow and was never to be seen again. Tempest soon grew strong and domineering, ruling the merrow to whom she had been abandoned.

    Tempest soon bore a daughter of her own, a blue-skinned merrow known as Straael. When Straael grew to power, forming an alliance between the merrow and a community of scrag, her mother departed.

    Now it seemed that Tempest had a new following; the demon-worshipping ixitxachitl. Trailing a fresh corpse in her taloned hand, the sea hag fled into the darkness of the depths. What words she had pulled from his lips no one shall know.

    Yet, one thing is known. As her haunting laughter faded into the murky distance, Tempest sang of a talisman, untold power, and the apogees.

    They were forbidden; the region of the apogees - that which Those Above called the Pinnacles of Azor'alq. Yet onward you swam, as if the choice was not your own.


    Note: Bakluni, Dramidj"
     
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    Re: The Pinnacles of Azor'alq, part 2 (Score: 1)
    by Man-of-the-Cranes on Sun, November 11, 2001
    (User Info | Send a Message) http://www.ManoftheCranes.com
    This is a very well planned campaign background. This is the kind of thing that should inspire any DM to go off and get his players wet immediately.

    The depth (if you will excuse the pun), and history given here, and the inclusion of so many new races offer so much to an ongoing underwater campaign.

    Very original stuff. Underwater campaigns are something I and my players always wanted to experiment with, but the lack of good published material was dissapointing. This fills that void.

    Very good stuff indeed, I would recommend anyone to take a look at Aeolius' website for more information on his ongoing campaign.




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