|
Archaist
by Ole Martin Kristiansen
On a hill overlooking the village
Archaist lies a dark and forbidding keep. Aphisto Nefer,
accomplished necromancer, has operated a laboratory here
for several years, creating horrific monsters, some roaming
the countryside, others guarding the Keep itself. Nefer
has created undead creatures of all races, crafting many
formidable creatures.
Recently, the Alfar have taken an
interest in Nefer and his experiments. They have taken
control of Nefer, turning him into a Liche (an undead
necromancer of tremendous power) controlled by an Alfar
necromancer.
Adventurers of all races are now coming
to Archaist, which has become a battleground where the
living and the dead clash, where mortal enemies join forces
against fiends unchecked by any grave...
Overview
of Archaist
Archaist is located in the Kingdom of Mercia. It is only
a small village, not necessarily too far from Sanguine.
If possible, it is enshrouded in a dense, perpetual mist,
for eerie effect. The trees are gnarled and leafless,
the grass brown and the water murky
Archaist itself holds five points
of interest:
1: The village of Archaist;
a small and mostly abandoned village where the only viable
trade is supplying the local monastery and visiting adventurers.
2: The Monastery of Undying
Hope, where a small number of clerics and monks
maintain a front against the undead forces, protecting
the nearby village by virtue of spell, sword and gold.
3: The Derelict Cemetery,
an eerie place inhabited by ghouls, ghosts and skeletons.
4: The Mine, also
called «Rotting Wound Mine», where undead
dwarves creatures toil.
5: Archaist Keep,
a sinister keep visible from the village. The Keep holds
dark secrets, sinister plots, a number of Alfar, even
more undead creatures large and small, and most notably
? the formidable Aphisto Nefer.
All five areas hold clues and items
that will aid adventurers destroy Aphisto Nefer, but some
areas are considerably more accessible to unexperienced
players or weak characters than others. The five areas
will be detailed further below.
Geographically, the layout is simple: the village lies
at the base of a hill, surrounded by abandoned fields
and some patches of forrest. The monastery is immediately
adjacent to the village. A dirt road leads up the hill
towards the Keep. A few hundred paces up the road lies
the cemetery, the easiest area to explore. About halfway
up the hill there is a fork in the road, one path leading
to the nearby Mine. The other path leads to the Keep itself,
which sits atop the hill.
The
Core Mechanic
The Liche Aphisto Nefer is a «Switch». When
his body is destroyed, his powerful soul goes to rest
in a crypt beneath the Keep. There, it can be ressurrected
by any Necromancer, starting the reign of undead terror
again.
While Nefer is active, the undead of the region gain significant
benefits, such as improved aggression, intelligence, power
and abilities. Also, some specific monsters are only spawned
while Nefer is active.
The point is that «good»
charcters will have a blast fighting undead and Nefer,
while evil characters, predominantly Alfar, aid and control
Nefer and his creatures, making the «dungeon»
a place for both PvP and PvE combat and strategy.
Nefer
Benefits
When Aphisto Nefer is inactive, the undead of the region
respawn at a fairly slow rate in the designated areas,
and act like undead usually do: moderately aggressive,
pretty stupid and mostly pushovers, combat-wise. However,
when Nefer is active, the following effects take place:
Almost all undead creatures act as
allied to all Alfar characters.
All undead spawns are «upgraded», that is,
a spawn producing «skeletons» will spawn «Skeleton
+1» (or whatever) when Nefer is active, etc.
Undead are spawned and respawned at double pace, meaning
there are a lot more of them.
Special undead creatures detailed below are spawned in
their designated areas.
There is a substantial bonus to the casting of all necromantic
magic in the area.
The undead dwarves in Rotting Wound Mine actually mine
gold, other minerals and gems, which they deposit it collection
boxes found throughout the mines. When Never is inactive,
they simply wander about, being extremely hostile to all
living creatures including Alfar Characters.
In other words, when Nefer is active,
Alfar characters have significant benefits.
Archaist
Village
The fields and forests surrounding Archaist are not very
hospitable; there is little game here, and even the trees
seem hostile. The land itself appears to be dying, and
bands of undead roam about. Also, skeletal wolves, dogs
and other undead predators might inhabit the forests.
Archaist village itself is falling
into disrepair. Most inhabitants have fled or turned into
subjects of the keep. There are about 10 buildings still
standing, the majority of them empty. However, it is possible
to purchase a few useful items and services, most notably
at the following locations:
The Hanged Man Inn
Basic accomodation (spawn/bind point?), food, rumors and
missions are available here at inflated prices. The inn
is operated by a wildly superstitious human, John Jadesea,
and his half-wit daughter Tessa. Jadesea will give out
the following simple missions:
1. Grave Sanctum:
Tessas mother Mertha is buried at the cemetery. If a certain
scroll is read over her grave at midnight, it will prevent
the necromancer from claiming her bones. Actually, the
spell is bogus, sold to John by a charlatan, and Merthas
bones are long gone. John will pay a decent sum to any
adventurer able to complete the mission, he is to afraid
to go to the cemetery. at night himself.
2. Superstitious Mind: John is pretty
superstitous, and will pay for items he believe will protect
him from the undead. What he wants, is generated from
a random list including: Owl Feathers, Holy Water, Garlic
Garlands, Holy Symbols of all religions, Human Skulls
and various spell reagents.
3. Blessed Amulet: This mission is actually
a clue ? the monks at the monastery craft magical amulets
that actually give some bonuses when fighting the undead.
John needs at least two, one for himself and one for Tessa.
4. Bronze Amulet of Passage: John thinks
this is an improved version of the Blessed Amulet mentioned
above, but he's wrong: it is in fact a key needed to gain
access to the Keep Proper. It can be acquired by looting
NPC Alfar found in the Cemetery crypt and the Mine.
Additionally, John will offer good
payment for items needed for the daily operation of the
Inn, including firewood, meat, vegetables, beer, wine
and other items.
Pakrat's Pawnshop
The gnome trader Pakrat Gilliver always fusses about the
need to leave the village, but never actually seems to
get going. There is just too much to pack, it seems. So,
he nervously hangs about, selling most basic items and
accepting all items anybody will want to pawn.
The smith has packed up and left long ago, but a fully
stocked smithy remains. Pakrat will lease it out to any
adventurer willing to pay his modest fee. He has employed
a human mercenary, Tirsan Sellsword, to guard himself,
his shop and the neighboring smithy. Tirsan is not very
talkative, and will refer all questions to Pakrat, who
in turn will refer most inquiries to the Inn or the Monastery.
Sumit's Magic Emporium
Sumit Ternclaw is a novice magician and closet necromancer,
come to Archaist to learn dark arts from Aphisto Nefer.
He has previously traded bones and reagents to the keep
in exchange for knowledge and gold. With Nefers death,
business has of course dwindled, and now Sumit is biding
his time, contemplating what to do. Meanwhile, he sells
spell reagents and other useful items for magic-using
characters.
Characters breaking into Sumit's secret laboratory will
encounter a small band of undead soldiers of Sumit's own
design, as well as some correspondence between Nefer and
Sumit, some books on necromancy and the un-animated skeletons
of some weird animals like dinosaurs, lions, pterodactyls,
lizardmen etc. In Sumit's basement there is a tunnel leading
to the cemetery. crypt .
The
Monastery
Five monks and clerics live in the small monastery, which
includes a library, a temple to Morgaine and simple living
quarters. The Monks maintain wards that protect the village
and the monastery.
The monks and clerics are grateful for any help they get
with fighting the undead, and sell Blessed Amulets that
give human wearers some bonuses when fighting undead.
The monks will also pay god prices for gold, silver and
gems, ingredients needed to make the amulets. These ingredients
can of course be found in the mine. Other missions given
out here, include destroying Aphisto Nefer, destroying
the resurrected remains of Jonotain Straightarrow, acquiring
a copy of the «Summon Lieche» scroll and investigating
the mine. The library also contain some rare books on
necromancy and clues to what is going on at the keep.
These titles include:
A Brief History of Archaist
Among other things, the secret passage leading from the
mine to the keep is mentioned here, as well as some details
about Aphisto Nefer.
A Journey Through Darkness
A recounting of the Witch Hunter Jonotain Straightarrow's
travels and work. Some other adventure areas are mentioned
here, and the book ends with a report on Jonoton going
to Archaist in search of a necromancer, never to be seen
again.
Bringing Rest to the Dead
A description on how to use spells and other means to
battle undead. Might contain actual spells. Written by
Jonotain Straightarrow.
The
Cemetery
Located a few hundred meters up the hill from the village.
While most of the landscape around Archaist is rather
bleak, the grass in the cemetery. is a lush green. The
soil is rich here...
Several ghouls and some skeletons lurk in the cemetery.,
which also holds a mausoleum. This should be a good area
for beginning characters.
Inside the crypt, a band of NPC are lurking about, gathering
materials for making more skeletons and attempting to
control the local undead. Their leader bears a Brass Amulet
of Passage, which will open the keep gate.
There are two tunnels leading from different parts of
the crypt, one leads to Sumit Ternclaw's basement, the
other one to the Rotting Wound Mine further up the hill.
In the crypt, there are also some wraiths and other etheral
undead. They are now out of their graves searching for
their recently animated bones, and they are not happy.
Their toombs may hold some nice loot, such as ancient
weapons and coins; as the previous looters came for bones,
not gold.
All in all, the cemetery. and the
crypts is a medium-sized area. The above-ground cemetery.
is about 100 by 100 meters, the below ground crypts about
the same for three levels, holding 15 to 20 rooms. Most
of the NPC Alfar hang out in the bottom level, where they
have gathered a fair amount of reanimated skeletons and
zombies around them, including several undead soldiers
and two undead commanders. Defeating the Alfar in the
lower level should be a reasonably tough challenge. There
are also two Alfar scouts on the second level and one
on the first, they should be pretty easy to handle. All
the NPC Alfar here wear a Bronze Amulet of Passage each.
There are no books in the cemetery.,
but lots of epitaphs. Some might hold clues, but most
are only there for athmosphere. Example:
Here lies
Emos Greentree
Taken by the great plague of 1234
Giofrey Archaist
Miner, Explorer and Adventurer
Founder of the village of Archaist
Born 1121, Died 1186
Etc. There are at least two hundred
bodies (or more) buried at the small cemetery., but far
from all of them have epitaphs. But it is important show
that Aphisto Nefer has a good supply of skeletons to reanimate.
The
Rotting Wound Mine
Even further up the hill, this mine is the reason why
village of Archaist was founded in the first place. While
out killing goblins of the Rotting Wound Tribe, who had
taken up residence in this natural cave, the adventurer
Giofrey Archaist stumbled across a decent deposit of gold,
silver and coal. He started up a mining industry, and
a prosperous village grew up around it. After 200 years
Aphisto Nefer showed up, and miners starting fleeing Archaist
for safer places to work. In the 20 years since Nefer
came to town, Archaist has died a little each day, the
mine went out of business 13 years ago.
However, Nefer started it up again
a few years later, manned by undead workers. Nefer needs
silver for his research and experiments, and scores of
undead dwarves are mining it for him.
The mine layout is simple: there are
five large chambers, all interconnected by tunnels and
shafts. One of these tunnels lead to the cemetery., another
to the Keep.
In each chamber there is a collection
box. The undead miners deposit mined gold, silver and
coal here. Anyone can take stuff from these boxes (although
they might have to unlocked or picked?). Naturally, there
are richer loot found in the boxes in the deeper chambers,
in the first chambers mostly coal and a little silver
ore is found. In the deeper chambers there is more silver,
some gold and even some gems to be found.
The undead dwarves are KOS to all
living things entering the mine. When Aphisto Nefer is
ACTIVE, the undead dwarves are ALLIED to all Alfar characters.
Some NPC Alfar are also stationed
here. When Nefer is inactive, they hide in the tunnels,
when he is active, they look after the collection boxes.
Each NPC Alfar wear a Bronze Amulet of Passage .
Archaist
Keep
The Keep itself is simple. There is a small courtyard
surrounded by a wall with four turrets and a gate. A Bronze
Amulet of Passage is needed to open the gate, but it is
possible to enter the courtyard through the tunnel leading
from the Mine and to the basement of one of the wall towers.
The courtyard, keep walls, towers
and gate area are teeming with undead creatures, KOS to
all living things. In each tower turret, there is also
an NPC Alfar. Each of these wear a Silver Amulet of Passage.
Such an amulet must be worn to open the door to the keep
itself.
In the courtyard, there is also a
smithy, a barracks and a stable. Undead dwarves work in
the smithy, making armor and weapons. Rows and rows of
armored skeletons waiting to be animated are laid out
in the barracks. In the stables, undead horsemen are spawned
regularly to gather in the courtyard. More on these below.
Inside
the Keep
The Keep is three stories tall, but the most interesting
area is below ground, where dungeons spread for five levels
down. All areas are reasonably well stocked with undead.
On the first level above ground, there
is a mostly just a great hall. This is actually completely
empty; there are no undead creatures here. Staircases
lead up, and a locked door leads down. A Gold Amulet of
Passage is needed to open it.
On the second level, there are abandoned
sleeping quarters etc. A good amount of Undead Soldiers
and Commanders hang about here.
On the third level, Aphisto Nefers
old laboratory and his library is found.
The library should hold some interesting titles, especially
on necromancy. Some chilling tales should be included
here, as well as some religious books on chaos sects.
Aphisto Nefers diary can be found in his study. Nefer
was once a promising mage the the college of Magic in
Sanguine. While his ability with magic was considerable,
he had a special knack for necromancy. He could not resist
dabbling in this dark and outlawed craft. When found out,
he was forced to flee, templars and Witch Hunters on his
trail.
After a long escape he came to Archaist,
which then was controlled by chaos worshipers known as
Clan Blacksoul. Nefer was accepted as a member, and gradually
expanded his power base. Those who opposed him were soon
killed and turned into undead slaves. Soon, the keep was
quite literally operated by a skeleton crew, and Nefer
had peace to immerse himself in his studies. Over the
next twenty years, he became one of the most powerful
necromancers ever.
This chilling tale is also recounted
in the journal of Armstrong Qweensman, former commander
of the keep. The book is uneasy reading; detailing Nefer's
horrendous politics and intrigues while taking over the
Keep. Qweensman is still at the keep, now an Undead Commander
in the dungeons.
In the Laboratory, a sample of Nefers
ingenuity awaits adventurers: a Bone Golem. It is controlled
by an NPC Alfar, who is also guarded by a band of Undead
Soldiers, two undead commanders and two NPC Alfar. Defeating
the lot should be a worthy task. The Alfar all wear Gold
Amulets of Passage, which will allow the wearer to open
the gate to the Keep Dungeon.
The
Keep Dungeons
The five levels of dungeons beneath the Keep is a descent
into despair and darkness.
The first level is mostly abandoned;
the kitchens and other staff function quarters is situated
here.
The Second level is mostly storage;
a wine cellar, pantries etc. Several Skeleton soldiers
and Commanders keep watch here. Vintage wine from this
area could actually be sold to John Jadesae at The Hanged
Man Inn.
The Third level is comprised of prison
cells and torture chambers. Several experiments were conducted
here, and some cells hold experiments impossible to control,
such as undead Mahirim Soldiers and Commanders. Unlock
these cells at your own peril.
The Fourth Level is the show-down
area. In a big, central area, the shadowy figure of Aphisto
Nefer sits bound to a throne defended by a variety of
undead creatures. There are rows of columns and sacrofagi
giving cover and strategic opportunities to combatants.
All of Nefers undead creatures except the undead horsemen
are represented here. It should be very hard to destroy
Nefers wraith-like form, which undoubtedly also will be
protected by Alfar players.
In addition to a host of Undead Soldiers
there are two bone golems here, ten undead dwarven warriors
and four exceptional undead commanders; the remains of
Armstrong Qweensman, Jonotain Straightarrow, Giofrey Archaist
and Urkluk Bonegrinder, who once was an Ork hero. These
commanders are eminently equipped.
The Fifth level is the staging area
for the Alfar controlling Nefer. It is basically a round
tomb, overlooked by a gallery suitable for archers, with
a large sarcophagus in the center of the room. Nefer's
spirit will return here when destroyed. It may then immediately
be summoned again by reading a scroll with the spell «Summon
Liech» over the tomb. This scroll is available in
Kebra Nagast for a rather high price, as part of any Alfar
Archaist-related mission. The spell is not really usable
for anything else than resurrectng Aphisto Nefer. There
should also be a well-protected entrance leading to the
Alfar network of caves and tunnels from this area.
Special undead creatures
Skeletons and Zombies
The garden variety of undead horrors. Zombies still have
some meat on their bones, as opposed to Skeletons.
Undead Soldiers
A faster, stronger and better equipped version of the
above undead creatures. Well armored in Clan Blacksoul
standard issue armor, with shields, swords and crossbows,
they are a lot more deadly than normal undead creatures.
Undead Commanders
Just like undead soldiers, only better in every way. Full
plate armor and preferably magical weapons. They are distinguished
by a fine web of silver thread criss-crossing their bones;
the source of their superior abilities. Combining enchanted
silver thread with undead, reanimated bones was Nefer's
idea, and is detailed in one of his books. The webs of
silver threads make the Undead Commanders gleam slightly
even in darkness, making them even eerie and frightening
to behold.
Spectres and Wraiths
Etheral creatures, the spirits of long dead humans. They
strive to defend their earthly remains. Spectres are almost
transparent skeletal apparitions, wrapped in shrouds.
Wraiths are pretty much the same, but are garbed in translucent,
ancient armor, packing swords and shields. They can pass
through anything, and rely on melee combat, which drain
their targets of both health and energy. Note that their
attacks pass straight through their opponents armor. Etheral
undead usually stay close to their tombs.
Ghouls
Not unlike zombies, but more agile and creepy. Ghouls
are «free agent» undead; they are not controlled
by anyone. They eat human flesh to refill their stores
of magical powers, which keeps them «alive».
These filthy creatures also have poisonous claws and bites,
and prefer not to wear a lot of clothes. Skinny, blotched
and disgusting, they are the remains of criminals buried
outside a sanctified cemetery., and reanimated by a combination
of Nefers powers, which affect the whole area, and their
own unquenchable thirst for revenge. In a way, they are
powered by Nefer's magic, but they have actually reanimated
themselves. Hunting in packs, they should not be underestimated.
Undead Horsemen
Like an undead commander, except badder and mounted on
a horse. Skeletal mounts would be more cool, but normal
horses will also do. The horsemen can be used to key the
Archaist Keep area into a conciderably larger campaign.
Undead Dwarves
Squat and strong, Dwarves make good undead creatures.
Often wearing helmets and other pieces of armor, usually
equipped with hammers or other equipment that may double
as tools and weapons. They have carved inlays of gold
and silver in their bones, depictions of runes that bind
the Dwarves souls to their bones. The runes on their skulls,
arms and ribs are particularly visible.
Undead Mahirim Soldiers and
Commanders
An experiment gone wrong. Aphisto Nefer has managed to
kill a fairly large amount of Mahir warriors and reanimated
them. But he could not control them. They are currently
held in cells in the dungeons. They are unarmored and
not equipped with any weapons, but that hardy matters...
they are just as lethal using only their teeth and claws.
Release these monsters at your own risk; they are fast,
strong and lethal, and they are KOS to everything ? even
other undead creatures (and Alfar, even when Nefer is
active). Like Undead Commanders, the bones of the Undead
Mahirim Commanders are spun with silver threads.
Bone Golem
The pinnacle of Nefers Achievements: a massive skeleton
giant, built of the parts of several other creatures.
The limbs of the Bone Golem are massive and thick, as
several femurs and other bones has been banded together
with thick strips of silver to form huge appendages looking
like macabre jig-saw puzzles. The Golem's torso is similarly
heavy-set, their skulls taken from ogres and bears. In
short, the melee-relying Bone Golem is a terrifying, lumbering
monster, immensely strong and very hard to kill. It moves
almost like a bear walking on two legs. Bone Golems do
not use weapons, but are quite efficient in crushing opponents
with their arms or underfoot. Often, plates or pipes of
metal, mostly silver, are added to the Bone Golem to make
them even harder to destroy. Bone Golems have never been
tested on a battlefield, but can be expected to be devastating.
Standing more than three meters tall, moving with thunderous
steps and the sound of bones grating on each other, A
Bone Golem is truly a terrifying abomination.
Closing
comments
The Archaist Region is not so much a straight-forward
adventure area/dungeon as it is a battleground where interesting
battles between different races ? predominantly humans
and Alfar ? would take place. Missions could be given
to members of all races, motivating them to go here, although
Humans, Alfar and perhaps Mirdain characters would have
the most reason to go here. It is designed to be a dynamic
area where players are pitted against each other, with
a deep and gothic backdrop. |