Interlude: Lost Wyrm

Somewhere in Mynythe, on 33 Mey:

“That could have gone better.”

“We got what we needed, didn’t we?”

“You spent decades collecting the assets we used.  It’s going to make getting where we need to go that much more difficult.”

“Hardly.  Considering where our path takes us now, it should be easy.”

(sigh)  “Yes.  Nonetheless…”

“I’ve got someone in the area who can provide enough of a distraction.  We shouldn’t have any trouble.”

“Shouldn’t.  We still need someone to handle the damn torch.”

“I have someone in mind.  Dumb enough to be subject to manipulation, but with more enough ambition to satisfy.”

“Good.  I’ll cover your back.”

“You’re not going to take… that… with you, are you?”

“You have your pet projects.  I have mine.”

“Make sure it doesn’t get in the way.”


Night Soil: Interlude

Somewhere in Mynythe on 15 Mey, in Common:

“I did not expect results so quickly.”

“Well, now we’ve got them.  Swordfist reported they’ve finished their part of the job, and this incident will keep everyone from looking at us too closely.”

“What’s our next move?”

“We’ll meet up with the local group.  After the disaster in Moil, we’re going to need to move to plan B.  That means we’re going to need resources.  We’re also going to have to arrange transport for everyone and everything.”

“We’re all out of airships.”

“Don’t take that tone.  It was worth it.  And I know you approved of the distraction.”

(sigh)  “I do know someone who can help.”

“The captain?”

“Yes.  But… as you know, he is expensive.  Especially if we want him to work with us directly.”

“Don’t worry about that.  Negotiate hard, but you’ll get the money you need.  Do you think he’ll ask questions?”

“No.  So long as he gets paid.”


Open Minds: Interlude

Sometime in the evening of 26 Halli, spoken in Illumian:

“This is not good.”

“Agreed.  What are the chances that the Wings of Salvation have the coin, and aren’t telling us about it?”

“Decent.  It’s difficult to say with certainty.  But we’re better off with it in their hands than others.”

“They don’t know how to use it.”

“Exactly.  I’m more concerned that whoever is ultimately behind this will try a different angle.  One we can’t defend against ourselves.”

“Should we warn…?”

“No.  He’s been acting as a guardian for centuries.  I doubt they’ll try his wrath, and if they do… it will end badly for them.”

“Unless something has changed.”

“That’s always a concern.  Besides, he won’t like us bothering him, either.”


“Regardless, we should consider whether we need to adjust our own security arrangements…”

Dire Events: Interlude

Sometime in afternoon of 16 Halli, spoken in Illumian:

“They’re late.”

“I didn’t give them a deadline.”

“Did you expect them to go to the police?”

“That was why I wanted a bunch of do-gooders.  Bunane can’t protect Murnig after this.”

“Are you sure they’ll bring the book back?”

“Pff.  Some of them are Rogental.  Living in this city, they’ll want to get paid.”

“At some point, their do-gooding may exceed their desire to be paid.”

“That’s what I have you for.  I doubt it will come to that.  They’ll want to know how deep the rot runs as much as I do.”

“We’re dealing with undead.  The rot runs all the way down.

“Be fair, they’re not all undead.  A better analogy might be finding out which apples are rotten…”

Wings of Salvation

Here are a few final notes about your adventuring company’s most recent activities, and the day-to-day running of an adventuring company.

Money, Rent, Insurance, and Taxes

You are expected to pay rent and insurance.

Rent depends on where you decide you want to have your “home base” in the city — something to discuss during the first session.  This should probably be a house or section of an apartment building that is dedicated to your group, if you want to be efficient.  Otherwise, if you live separate from the party, you’ll have to pay a separate rent tab.  Either way, the Diplomat’s Circle is probably out of your price range.  Prices range from free (if you’re living in the Ghost Yards, which is not advisable), to cheap (2 GP/month for a tiny place in the Warforged District, utilities and pest control not included) to decent (75 GP/month for a five-ish person house near the Wizard’s District) to the expensive (a mansion in the Temple District might be 700 GP/month or more) to the exorbitant (in the Diplomat’s Circle, don’t even ask).

As a fairly new adventuring company, your insurance is with Dervit’s Shield, and costs 2000 GP per month.  (This may seem like a lot, but there are only eight months in a year, and adventurers can cause a lot of damage if they run amok.)

The shared coffer can be used for paying rent, buying shared equipment (whose owner is then the adventuring company, not the individual) or hiring sub-contractors, such as a Verdad or a secretary.  By default, disbursement requires the signatures of at least two members of the adventuring party for amounts above 500 GP, unless you choose to have something else in your charter for that.

For smaller things (such as foodstuffs), you can treat those as covered by the adventuring company budget and not worry about it unless you’re subsisting entirely on caviar.  You are also free to assume that you have various “non-adventuring possessions” stored at your home which aren’t directly useful for combat purposes — extra clothing, sentimental items, your kid brother’s latest “art” piece, and so on.  Anything expensive (fancy art, high-quality jewelry, etc) should be deducted from your starting money, as it could potentially be sold later due to its value.

You will also need to pay taxes.  Sales taxes in Moil are 10% of the sales price in most cases, with some exceptions for luxury goods (which are somewhat more highly taxed) and illegal goods (for which you will need to pay both the sales tax and a bribe).  This doesn’t apply to your starting supplies, but it will apply to all your future purchases.  You’re also expected to pay a 10% income tax on any treasure recovered or fees paid to your company.

Your adventuring company starts with 8,000 GP in the shared account.

Mechanically, this means that I’ll be giving you more wealth than is standard for your level, but you’ll have more expenses to compensate.  So, you could spend it all on new equipment, but you might eventually get in trouble with your landlord.  Or, worse, a Rogental auditor.

Wings of Salvation Ledger


You should have one!  What is your core purpose, as an adventuring company?  (And, in light of that, how did you all meet, anyway?)  I expect we’ll work on putting this together during the first session.

Wings of Salvation Charter



For most of Moil’s history, it has not been the capital of Rogent — or anywhere else.  The honor originally went to Over-Moil, and Moil was its smaller mirror on the Floor of the World Within.  Both cities were founded within two centuries of the creation of the World Within, and both claim to have been founded first.  (Scholars consider Over-Moil more likely to be older, due to its location on the Ceiling and some of its more ancient remaining structures.)

Nonetheless, Moil has a rich history as a center of commerce on the Floor and a favorite launching-point for exploration of the less civilized quarters of the World Within.  In particular, most of the early expeditions to explore what is now Life’s Edge were launched from Moil, as the distance across the ocean is smaller on the Floor.  Moil also has the advantage of being closer to Mynythe’s mineral riches.

The first airships were invented and constucted in Moil, a few years before the Forged War.  This quickly drew a portion of the Floor-Ceilling traffic from the Syeltau-Unteltau column in Wylmar into Rogent, to Moil and Over-Moil.  These early airships helped trigger the Forged War, by amplifying the trade dispute between Mynythe and Rogent.  They were also critical in the early war effort.  However, Mynythe’s artificers quickly duplicated and improved the technology.  This ultimately led to the burning of Moil near the end of the war.  Nearly the entire city burned; only the buildings made from stone and a few structures near the ocean survived relatively intact.

After the war ended, Moil’s near-destruction and reconstruction made it the perfect practical and symbolic place to locate the diplomatic heart of the new League of Five Nations.  Rogent moved its capital to Moil at this time, though many of its government functions (particularly the national level judiciary) remain in Over-Moil.

Due to its location, Moil is a major center of trade on the Floor.  It’s also a common stopping point for airships that are “skimming” — starting on the Ceiling, visiting the Floor, and then returning to the Ceiling, while following a nearly straight-line path.  Many of these voyages are going to, or coming from, Life’s Edge or the unexplored territories.

Culture and Politics

The population of Moil is also somewhat lower than that of Over-Moil — with about 1 million people to Over-Moil’s 1.5 million.


Diplomats’ Circle

The Diplomats’ Circle is a center of activity in Moil, despite being located at the edges.  (This is to allow access to open greenery at the edges of the city, for diplomats who are less comfortable inside the metropolis.)

The ambassadors for the League are nominally independent of Rogent’s internal political parties, although incidents are not unheard-of.  The most locally involved ambassador is Tordurk of clan Ungart, of Mynythe.  He is an intense fan of the relatively new sport known simply as “Tackle,” which is frequently played in the city collosseum.  Kamintel, the Arboran ambassador, occasionally makes a point of supporting the construction of green spaces or designating natural, un-improved areas for public enjoyment.

Many companies also have small offices here and in the nearby Government Quarter, to better petition the local and national government.  Many wealthy and powerful people live in and near the Circle.

Government Quarter

The Government Quarter contains Rogent’s Hall of Ministers, the Mayoral Palace of Moil, Moil’s High Court, the Bureau of Economic Development, and many other government buildings.  It’s also considered a fancy place to live.

Temple District

As the name implies, this is the heart of religion in Moil.  While there are many small temples scattered around the city, there is a major temple here for each of the deities (except for Lolth, who is intensely unpopular in both the League and Life’s Edge).  Even the evil-aligned deities have a presence here, although those temples are understated relative to the others.  (The Temple to Urna-Dolna still faces regular complaints about the corpses hung out front.)  The largest temple to Pun-Pun in the World Within is also here, reflecting the city’s significant kobold population.

The Naytheist Association has made a point of having a large and practical building in the area, in contrast to the fancier temples elsewhere in the district.

The Temple District also includes the Moil School of Healing and Medicine, which is nondenominational and teaches mundane medicine in addition to the magical variety.

There are significant catacombs underneath this area, from before the great fire.

Draconic Quarter

As in many other cities, the Draconic Quarter is the city’s main center of learning.  The University of Moil is most well-known for its legal, business, and economic schools, but the science, magic, and artifice departments are also quite good.  It sometimes faces criticism for emphasizing practical tasks over theoretical underpinnings.

The Wylmarn Archives have a branch library here as well, and open to the public, although it is difficult to obtain permission to borrow books for anyone who is not a Wylmarn citizen.  Like all such libraries, it also has a “private” archive, which is nearly impossible to access.

Most of the those living in and near this quarter are students, scholars, engineers, artists, and other academically-inclined people.

Wizard’s District

The neighboring wizard’s district is of a similar but distinct nature relative to the Draconic Quarter.  It is more focused on applications, with various small business and independently operating artificers, engineers, alchemists, wizards, and others.  There is a heavy focus on magical and scientific research and innovation.

Rent in cheap, in part because the occasional accident tends to result in things getting set on fire or monsters being released by accident or various other minor disasters, everyone once in a while.

Barta’s Assistant has a large store in this district.


What it sounds like — this is where airships are built and launched.  For convenience, it’s the part of the city at the highest altitude.  It’s also at the edge, with enough open space that new airships can be tested without fear of crashing into Moil proper.  It also includes the related air docks.

High Market

The High Market is an area that is actually at fairly low altitude, near the seashipyards and sea docks.  Only part of it burned during the Forged War; much of the eastern part remains intact from before.  This is the market that carries a large portion of trade goods going in and out of the city, through both the air docks and sea docks.  For convenience, the tax collectors and companies with large shipping interests also have offices here.

Almost all legally obtainable goods from throughout the World Within are available in the High Market.  Some gray market goods may appear as well, but will likely require some official to be bribed to obtain them without difficulty.


These are also pretty much was they sound like, with a large seaport included.  There is some rivalry with between the airfolk and the seafolk, as they have some competition in the transport business.  Due to the proximity to the water, many seakin (and the handful of merfolk living in Moil) reside in this area.

Both the seashipyards and the airshipyards have some ongoing tensions with the warforged immigrants, who are viewed in many cases as untiring automata who are stealing the jobs of local, hard-working citizens.

Ghost Yards

Neighboring the seashipyards, the Ghost Yards are a heavily haunted area that was not rebuilt after the fire during the Forged War.  The area was one that many people fled to while the city burned, only to be burned over in turn.  There are numerous unhappy ghosts from that era.  Others have gathered in the years since, drawn to the atmosphere of despair.  The area is largely walled off from the rest of the city, for everyone’s safety.

Nobody charges rent, but nobody really wants to live here, either.  A few necromancers and undead manage it, though.


What it sounds like.  While not available in all parts of town, there is a water treatment plant here (one of the first in the World Within) and a considerable amount of plumbing infrastructure, as well as the city dump.

Rent is cheap, but people who live here tend to have a poor sense of smell.

Low Market

The Low Market exists as a counterpoint to the High Market.  While it generally doesn’t have the same high-level luxury goods as are available in the High Market, it does have some exotic goods not available in the High Market, as well as a significant black market in all sorts of things.  The city police will usually look the other way, so long as you pay all the taxes on your purchases.

Additionally, the Low Market takes its name from the fact that only part of it is on ground level.  Most of the shops, and most of the inhabitants, actually stay in the underground levels of old Moil, from centuries before the city burned.  As such, the area is popular with kobolds, orcs, vampires, and others who don’t tolerate sunlight well.


A popular venue for all sorts of events, from Tackle matches to some of the most dramatic bardic concerts ever hosted (at least according to their advertising).

Kobold District

There are two kobold tribes which have a major presence in the district, as well as something of a friendly rivalry with each other.  As kobold tribes tend to be insular, visitors into the areas they control are frequently viewed with suspicion.  The tribe of Kiejurrotel tends towards worship of Pun-Pun over other dieties, and has significant involvement in the local economy as a distributor of raw and processed minerals.  In contrast, Eshesturth is more focused on production and distribution of enchanted goods, and have two small public chapels to Ur-Tel and Barta.

In addition to the two tribes that reside here, there are numerous other inhabitants: many kobolds from tribes based in other places, dragonborn who are more comfortable with draconic races than the rest, and others who are looking for a decent place to live without too much rent or too many questions asked.  The tiny number of Drow who live in the city live here.

Much like the Low Market, there is at least as much activity below ground as there is above it.

Factory District

This is, essentially, what it says on the tin.  Many company factories are located here.  Most people would rather not, due to the smoke many of the factories produced.  That tends to be less of a problem for…

Warforged District

As one might expect, a significant portion of the people living in the Warforged District.  It’s quite ramshackle, and the outskirts fade into a shantytown.  The warforged who live here lack many bodily needs that would make this terribly uncomfortable for them, but the poor factory workers of other races in the area have no such luck.

This was the only place that the Order of the Open Mind could find a landlord willing to rent to them, as such, their small meeting house for Moil is located here.  Due to the fairly neutral position of the warforged and other inhabitants, many undead and necromancers choose to live here.

Isle of Reparations

This is Rogent’s prison for serious offenders with long-term crimes.  They are generally required to remain on the island until either someone pays their fines, or they have served their full sentence.  Since Rogent has a policy against idleness, prisoners are forced to work on crafts that are then sold to support the government.

Outside the City

To the west, the territory is largely agricultural, and dotted with a few small towns between farms.  The Living Earth agricultural company has a major presence.  Hillier (and, later, more mountainous) areas to the north have some significant mining activity.  Closer to Moil, the northern area is a nature preserve.  The nearby southern area is dotted with smaller cities and their own industries.

Recent Events

The date at the start of game is 12 Halli 2000, in early spring.

The most important recent event occurred last month, on 27 Tenn.  On that date, the Ring did something it had never done before: it flickered.  For a moment at noon, a stripe of darkness wrapped itself around the Ring.  While scholars were still struggling to determine the cause of the event, or if there were any historical precedent, a second event occurred on 32 Tenn, worse than the first.  The entire Ring went dark for about thirty seconds, before returning to noon brightness as though nothing had happened.

People started throwing about words like “eclipse,” an ancient term for darkness at midday, and there was panic.  The edge of this has been blunted by the dispatch of nearly every experienced adventuring party in the Five Nations and Life’s Edge in search of explanations and solutions, as well as the fact that the event has not repeated itself since.

Rogent will be holding its next general election at the end of the year, so the preparations for that, including selection of candidates, are beginning now.

Living in Moil

Law in Moil is generally flexible, with permissions on a sliding scale based on how much money you have.

Members of an adventuring company are permitted to wear armor and carry weapons, though they are not permitted to unsheathe said weapons or cast damaging spells in public areas within the confines of the city without a compelling reason.

Most other people are not permitted to carry weapons or cast said spells in public without a permit.

Voting occurs in elections every two years.  (Not all positions are open for elections every year.)  To vote, any citizen of Rogent may contribute money to the election fund of the candidate or candidates whom they support.  Most of the time, various companies make the largest contributions, but strong public campaigns have occasionally made a difference in the outcome.  Foreign contributions are prohibited.

A person is a citizen of Rogent if they are born to at least one parent who is a citizen of Rogent.  An immigrant may become a citizen by filling out a few forms and paying a fee equal to 50,000 GP – (10,000 GP) * (number of years spent living in Rogent), minimum 1000 GP.

There are no organized political parties as such.  However, there are many groups and organizations that have political interests and may work with each other to enact particular policies or elect certain officials.  Many have only local interests.  These include the various religious organizations and the Naytheists; the various companies and corporations; and the various unions, with the Moil dockworker’s union being particularly influential locally.  Most law firms, in contrast, refrain from direct politicking.

Currency in Rogent (and Moil) is the standard gold piece.  Denominations are in units of 10, 5, 1, 0.5 GP, as well as the smaller silver and copper pieces.  Rogent and Wylmar share the same currency.  Banks allow many transactions to be carried out with checks, and there are numerous credit instruments.  (In contrast, Mynythe uses the dragonmark as a separate currency.  1 dragonmark is equal to about twenty gold pieces.  Arbora and Volay do not have independent currencies, and generally operate on either foreign currency or a barter system.)

For most crimes, it’s possible to pay a fine rather than suffer the other consequences.  However, for some crimes, such as premeditated murder, the fine is almost impossibly large (and, for murder, includes the costs of any resurrections to be performed).  Persons who are sent to prison for serious crimes for long periods may spend time on the Isle of Reparations.  The only capital crime in Rogent is First Degree Tax Evasion.

While ressurrection is not uncommon, some people may create legal Do Not Resurrect orders, to prevent an otherwise friendly cleric from wasting time and material.

Moil-Based Adventuring Companies

Due to its central location and easy access to many forms of transportation, Moil is a popular location for adventuring companies to be based.  Some of the more notable ones include:

Directed Solutions

A famous, successful adventuring company, which has been operating out of Moil for the last twenty years.  The group’s unofficial leader is an elven wizard named Pelwethiel.  It’s rumored that they helped prevent another war between Mynythe and Rogent a few years ago, and helped defend Life’s Edge from a particularly nasty infestation of the monstrous variety.

They are currently out of town, having been sent on a mission by the Ambassadors of the League to investigate the recent flickering of the Ring.  Further details are not publicly known.

Mystic Investigation

Somewhat less famous than Directed Solutions, they have been operating out of Moil for the last ten years, and worked in Life’s Edge for a few years prior to that time.  The group, while acting to benefit society in general as their charter requires, also has grandiose plans to recover the four legendary weapons.  They have been unsuccessful so far in that goal, though they have previously retrieved a few artifacts or other important stolen items for various governments and private organizations.

They have been gone for over four months — ostensibly on an expedition to the south pole in search of the Dagger of Midnight, deep in the Drow-held Underdark.  Given that they have been gone for over half a year with no word, people are beginning to suspect that they’re not coming back.


Swordfist has been operating for six or seven years as an adventuring company.  (There was a bit of a hiccup after their first year, so different members of the group count it differently.)  They’re more of a heavy-hitting group than an investigative one.

They’re a bit notorious for being a bit more violent than is perhaps called for, and have paid a few fines to make problems go away.

They have also been sent out of town to investigate the flickering of the Ring, similar to Directed Solutions.

<Your Adventuring Company Here>

You’re small and not well known, but you’ve made it past the critical first six months without anybody dying, and there are a lot fewer dire rats and other pests in Moil than when you started.

On Experience, Conflict, and Death

A few general notes about my campaign philosophy:

Experience will be awarded based on accomplishments more than methods.  Kill the dragon to get the important magic item?  Okay.  Knock it out or poison it instead?  Okay.  Sneak past?  Okay.  (No extra XP for sneaking past going both ways, though.)  Distract the dragon while having part of the party sneak past?  Okay.  Bargain with the dragon for the item?  Okay.

Experience will also come from non-combat actions — diplomatic overtures, investigations, assorted stealth tasks, and so on.

But aside from experience, expect consequence to follow logically from your methods in all cases…

I also expect to give a reward for excellent role-playing.

Since I think it’s a nuisance to have players advance at different rates, everyone will gane XP at the same rate.  (In other words, if you get XP for doing something cool, so do your party members.)

As far as conflict goes, many enemies or antagonists you encounter are likely to quit fighting when they realize they’re going to lose.  The ambassador may withdraw if he realizes your arguments are swaying the crowd, and may attempt to regain face by finding a compromise.  The angry wizard may teleport away if he gets hurt too badly.  And so on.  In some cases, a confrontation like this may also end not when the opponent flees (or dies), but when they surrender, or otherwise give up.  Finally, it’s important to remember that D&D 3.5 does have non-lethal damage rules, which can be dealt by both weaponry and assorted specialized spells.  There may be times when it’s useful to knock somebody out without having to worry if they’re going to bleed out.  (Besides which, unnecessary deaths may be a threat to your adventuring company’s official status.)

Speaking of death: I fully expect character death to happen in this campaign.  There will be some very dangerous encounters that could get very hairy.  That being said, this is also a setting where death, while not cheap, is at least not too expensive.  There are many friendly clerics who have a sufficient “in” with their deities to perform a resurrection spell to bring back a lost party member.  Depending on the cleric and the temple, though, they may ask for compensation for their spent resources, or a favor at some later date.  I expect that, in most cases, if your character dies, it will be an opportunity to choose between sticking with the current character, or building a new one if you are so inclined.

If the party is going up against something that’s way too hard, I’ll try to drop some hints that maybe you should consider a different approach.  (Hint: Do not attempt to evangelize the Great Wyrm Mexorek about the Oneness of Pun-Pun.  He’s probably heard it all before.)

Since your main activities lately have been pest control, especially for dire rats, as a group, the party should decide what your typical tactics have been.  Do you just go in, and hack and slash?  Set up baited traps?  Poisoned baited traps?  Knock out the rats, and release them into the wilds where they belong?  Kill them and sell the corpses to the butchers in the kobold quarter?  Or give the live animals to the alchemist down the street who wants them for gods-know-what purpose?

I’ll be putting up a summary of things in Moil and the ground-level operations of an officially chartered Adventuring Party next, including a map of the city, as my next thing, so you have a better sense of what things look like.