Saturday, December 17, 2016

Harris Fairclaw- Templar of the Ivory Labyrinth

Harris Fairclaw
Harris Fairclaw was well hid from the Queen’s army of paladins.  From his perch in the stone tree he had a fairly good view of most of the rank n file.  Harris had followed crusaders when they departed Kenabres, having witnessed the army’s arrival and departure.  

The demon worshiping Templar knew that every day that went by without his getting the information into the right hands decreased its value.  For Harris, the right hands were the hands that would reward him the most.   The Templar needed to get ahead of the army without being noticed so he could cross Vilareth Ford and travel ahead to Drezen.  If Harris got there in time to warn Staunton of the threat headed the dwarfs way, he might finally be rewarded with the powers and prestige he so richly deserves.

Exorius Receives a Message


Umestil
Umestil stood on the cliff's edge overlooking Vilareth Ford, his tiefling soldiers below celebrating victory over the contingent of crusaders stationed there.  They had caught the crusaders by surprise and now his army held the northern most entry across the West Sellen River that lead into the Worldwound. 

The tieflings were mounting the defeated crusader's heads and entrails on the eastern shore of the West Sellen as a warning to any other crusaders that dared attempt entry into the Worldwound.

Umestil concentrated, picturing the Incubus Commander Exorius, the magical energies teleporting the Brimorak demon to Keeper's Canyon so that he could tell his commander of the army's success under his brilliant leadership. 
Exorius
                                                                                                                                                                                                                                            

Sunday, December 11, 2016

Dramatis Personæ 1

Khorramzadeh
Areelu Vorlesh
                                                           
















Aravashnial



Anevia Tirabade

Irabeth Tirabade
             












Horgus Gwerm
Sosiel Vaenic

               











Aron Kir

Nurah Dendiwhar
     













                                                                                                                                                                               

Epitor

Staunton Vhane
Corbo 

Queen Galfrey's Speech

Queen Galfrey
“While there are some narrow-minded souls among the crusade who blame you for the destruction of the wardstone border, I do not begrudge you for what you did. Far from it. From the sound of it, you saved entire legions of crusaders from a most vile fate by preventing Vorlesh from transforming them, and the blast of energy gave us the time we needed to regroup and prepare for what will certainly come next. But you understand the implications of what you’ve done, I’m sure—the wardstones are gone, but Iomedae has seen fit that you will be their replacement. I can think of no other reason that would explain why their power would have settled in your bodies and souls and didn’t merely fade into the ether. In time, the demons will regroup and reorganize—we can trust their inherent chaos to make this period of regrouping longer than it otherwise would take, but we shouldn’t underestimate them. They’ll be back soon enough. Already I’ve had reports from along the front lines that small groups of demons are attacking fortifications and settlements along the southern border.
But what intrigues me most is news from several reliable sources that as our fiendish enemies are starting to mass in the southern reaches along the Riftshadow within the Worldwound, they have left several of their northern lairs relatively unprotected.
Aponavicius
In particular, the fiend Aponavicius has taken the bulk of her army from Drezen, leaving it only moderately protected as she joins with the Storm King in Iz to, no doubt, plot greater attacks on larger targets like Nerosyan, Karcau, and beyond. The time is right to strike into their territory. Drezen was the first of our cities to fall after the First Crusade, and we lost more than our kin and our pride that day. We lost the Sword of Valor, a magical banner carried by the Inheritor herself during the Shining Crusade. If Drezen could be retaken—if the Sword of Valor could once again be held by the crusade... well, I trust I don’t need to explain how well that would affect morale. But with the imminent attacks along the border, I cannot spare many to lead an assault on Drezen. And even if I could, a large army attacking the city would only draw Aponavicius back to defend the place.

The obvious tactic is to send in a group of capable heroes with a modest but well-trained army to strike now, while the proverbial iron is hot. And this is why I’ve sought you out. If you can retake Drezen and reclaim the Sword of Valor, not only will you silence the fools who would brand you traitors for destroying the wardstone, but more importantly, you would bolster the entire war effort with your heroism. And I fear we need all the bolstering we can get!

Sunday, November 6, 2016

Quartermaster Zervos inventory for Crusade of the Silver Phoenix.

QUARTERMASTERS LIST for Crusade of the Silver Phoenix.

Coin:
12 platinum
2,430 in gold, silver and copper.
10 silver bars @ 10 gold each

Gems:
350 GP. in Onyx gems

Arcane Spell Books:
Minor arcane spell book (8 1st, 4 2nd level)
Damaged spell book (Black Wing ruins)
Alarm, Dismissal,  Dispel Magic, Resist Energy, Magic Circle vs. Chaos, Versatile Weapon. Valued @ 700 GP.

GREY GARRISON
Hidden Armory :
Masterwork Heavy Steel
Jaysln:
+1 Scythe
Amulet of Natural Armor +1
Cloak of Resistance +2
6 Wardstone Shards
Tiefling Hoods:
6 Masterwork Hand Crossbows
60 Bolts
6 Long Swords
30 Smokesticks. 30 Tindertwigs.

Worldwound Incursion #73:
Broken Phylactery:of Faithfulness

Items in Iomedae's Armory (Pg 46 Book 73)
This hidden armory was to be used in the event of an enemy attack that required crusaders to force entry and possibly rearm themselves. The weapon rack contains three cold iron longswords, two cold iron shortswords, two heavy crossbows, a composite longbow (+2 Str), a masterwork cold iron heavy mace (used to craft a MW Cold Iron Heavy Flail for Zervo (Marc)), two cold iron longspears, 50 cold iron crossbow bolts, 100 cold iron arrows, a +1 longsword, 5 +1 holy arrows, and an arrow of evil outsider slaying. The armor dummies hold two sets of masterwork chainmail and a +1 breastplate emblazoned with Iomedae’s holy symbol. The two heavy steel shields are both marked with the holy symbol of Iomedae. One is a masterwork shield, and the other is a +1 blinding shield taken by Sir Wyran Anselme (Tony).

Sunday, September 25, 2016

Quednys Orlun

Quednys Orlun
Irabeth continues “As horrific as recent events have been, we’ve come to realize that they are, in fact, merely a prelude. The razing of the Kite, the destruction of our wardstone, Terendelev’s murder, and the assault on the city were nothing more than opening gambits.

The Worldwound is on the march in a more concentrated assault than we’ve seen since the fall of Drezen. It’s fair to say the Lord of the Locust Host is finally making his move. The end of this hundred-year-war is upon us, and it falls to us to ensure victory.
“While the Templars of the Ivory Labyrinth were scattered, those who serve the Lord of the Locust Host himself remain concentrated in Old Kenabres. What we’ve heard from within the barricade they’ve erected is ominous. The cultists are waiting for something, and based on our own information and what you’ve managed to recover so far, it sounds like the vile witch Areelu Vorlesh will soon be coming to Kenabres. And it appears that we’ve determined what she intends to do.  “When the wardstone was destroyed by the Storm King, it exploded and destroyed the Kite. The network along the border failed, but did not fade completely.

I believe this is because a significant portion of our wardstone still exists, and that the cultists have taken it to the old garrison in Old Kenabres. From what we’ve learned, they’re hoping to engineer a way to somehow reverse the field generated by the wardstones—essentially, to use our own greatest defense as a devastating weapon.

“The attack on Kenabres had a predictable result: causing the crusade to gather at the border to defend it. Some wonder why the demons haven’t attacked in stronger numbers. I believe that
Areelu was counting on us massing along the border, and that if she can corrupt the wardstone field, she can strike a devastating blow against us all. In effect, we’ve lined up for the slaughter.

“Vorlesh is surely seeking some object of great Abyssal power, likely the Nahyndrian crystal mentioned in the missive you recovered, and with it she intends to turn the source of our hope into an unimaginable nightmare. We cannot hope to evacuate everyone from the border—I doubt they would give up the defensive line even if they knew what the enemy planned. But we can still stop this from happening—we just need to have someone infiltrate the Gray Garrison, locate the wardstone fragment, and destroy it.”
Irabeth

Sunday, September 11, 2016

Tower of Estrod

The chest also contains a sheaf of papers documenting the cultists’ movements around the city. These papers not only indicate that the plan to attack Kenabres was several years in the planning, but that there were a large number of Templars of the Ivory Labyrinth involved. This list of names is valuable to the crusaders—it can’t help Kenabres at this point, but since several of the names on the list include people operating in other cities


Templars of the Ivory Labyrinth Safehouses

Mandragora
Faxon
 
























Mark of Baphomet

Saturday, August 27, 2016

Allies through the Storm


Anevia Tirabade

Aravashnial


Horgus Gwerm

Irabeth Tirabade

Sunday, August 14, 2016

Kenabres

Kenabres
The tremors and demonic attacks have devastated the city, leaving it a smoking, apocalyptic ruin. Deep chasms riddle the city, while the paths of enormous demons have left ruinous trails of rubble extending out from the city’s heart. 

Above, the once-familiar skyline of Kenabres and forever changed—the tower of the Kite and the Cathedral of St. Clydwell having been completely destroyed, while elsewhere plumes of dark smoke still rise from the smoldering remains of burned-down buildings. Fat buzzards wheel above in skies scarred by red smoke and black clouds. 

The Worldwound has expanded its borders, and now the city of Kenabres is enveloped in it.

Templars of the Ivory Labyrinth

Hosilla




Dretch

Sunday, August 7, 2016

Lann & Chief Sull






House Rules for Wrath of the Righteous-The 5th Crusade

1. Drinking a Potion is a move equivalent action instead of a standard action

2. Five Foot Step is altered to whatever your Natural reach is.  This change is primarily for the benefit of larger creatures who have a natural reach of 10 feet or greater, this allows them to take a “step” equal to their size.  Magical changes in size do NOT affect your five foot step.  In hopes of removing all doubt, if the creature or player doesn’t live their regular lives at a larger size it isn’t considered their “natural size” and they cannot take advantage of the greater step.

3. No longer use #3

4. Critical Hit cards are optional.  You may draw the card and decide whether to use or not

5. Critical Miss Cards are optional but you may NOT draw the card and decide.  If you don’t want to draw the card, besides your actions ending for that round you either drop your weapon, fall prone, or suffer some other undesirable fate that is up to the GM’s discretion and matches the attack you were attempting. Once the critical fail card is drawn you are stuck with it unless the GM decides the card doesn’t match the events.  Then the GM applies the fumble however they see fit.

6. Meta Magic Feats that increase a spell by 2 Levels or less get one free use/day. This free use may not be used for scribing scrolls or other magic item creations.

7.  Meta MagicComponents are spell components consumed in the casting of a spell that add a meta magic feat to the spell

8. Leadership: If anyone takes Leadership, I’ll explain in further detail but I run it differently, essentially using the chart to give a total number of HD of followers rather than a bunch of 1st and 2nd level NPCs. Your followers’ level cap is one level below your co-hort.

9. Max Hit Points your 1st three levels and every level that you gain a character point (4th, 8th, 12th, 16th, and 20th).

10. Combine Swim & Climb into one skill Athletics. When you put first skill point in rank you must decide if your athletics is strength or dexterity based.  This cannot be changed without following retraining rules.

11. Normal Game time is Sunday’s from 11:30 to 5:00.  When there are conflicts with that time we can discuss alternate time or the occasional extra session. Please try to respond to messages within a reasonable amount of time. 

12. Everyone receives a free weapon focus feat. If you don’t have a +1 BAB then you cannot benefit from this feat until you do.

13. Everyone receives one free skill rank each level in perception. Perception is a class skill.

14. Initiative: Ties go to the players

15. No Electronic Dice 

·         Pay attention! Even when it isn’t your turn/scene and try to limit speaking over others. Check out Facebook alerts and unimportant texts/messages/email before & after the game. Try to learn more about your fellow player’s characters and how they work.  Enjoy what your comrades do
·         Help each other out; combat can pull attention in multiple directions, while the GM is talking about the height of the ceiling, the parties’ spell-caster might be looking up area of effect rules.  If you hear a pertinent fact use the dry erase mat to write it down.
·         Use the dry erase mat to write down bonuses and penalties if you don’t keep track electronically.
·         Keep good notes, if you recovered a +2 weapon from a combat or bought an alchemical item somewhere it wouldn’t hurt to know it.  Saying I’m going to throw a tangelfoot bag is one thing, saying you’re throwing the last tanglefoot bag from crazy eddies in Gibraltar is more fun and provides the GM an opportunity to get creative. Keeping good notes includes keeping track of the source material your abilities/feats come from.
·         The GM has a lot to try to remember and manage.  Please make the effort to know your own characters abilities.  If you’ve leveled up and it’s the first time doing something, say so, and then we can take our time working through it.
·         This is a game and it’s supposed to be fun.  The higher level the party, the greater the complexity and thus the longer it takes to run combat.  Because of this sometimes a penalty such as being paralyzed feels worse than it was intended because despite the roll only saying three rounds it’s been an hour since you’ve been able to have your character act.  Speak up & say something to the GM.  Not saying that every time something gets said I’ll say yeah that’s long enough but I may come up with a lesser penalty that still allows you to do something.  Along the same lines, if you are sticking with advice numbers 9 & 10 you can still keep yourself entertained and be helpful to the others.  If you are down, help the GM run NPCs, offer to take over initiative until you are back or remind the other players of conditions and effects or how they can help you etc.  If you’ve been “killed” and are waiting for a return to action and don’t want to pay attention to the combat, review notes and previous posts about the game.
·         Remember your party members are counting on you to fulfill your portion of the social contract.  Communication helps.  It sucks to have your character die, it’s even worse when you discover that your fellow player forgot they had that wand of healing or the scroll of restoration.  It’s hard for people to plan if you never communicate your abilities and possessions, or worse don’t know them. 
·          All of us have parts of the game we excel at and portions we don’t enjoy as much.  If you mentally check out during the portions you don’t enjoy as much, those portions are never going to improve.  Try to identify what you don’t like about it and make suggestions for improvement at the appropriate time. 
·         If your character isn’t in the scene find out from the GM if he can make out of character suggestions to the players in scene.  For example, your character is at the temple being healed and the rest of the party heads to a meeting with the Sergeant at Arms.  You ask the GM if you can comment and permission is given.  So during the meeting, you can bring up notes from the blog or points of interest you don’t want forgotten. PAY ATTENTION to the scenes you aren’t in. If the primary review note taker is in a scene and you are not, let that person know you’ll take notes for them while they are involved and you are not.  If there is something you want to be sure is remembered let people know.
·         Use the blog.  This doesn’t mean you have to post new entries although you are welcome to.  It does mean to read the posts.  Comment on them. Ask Questions.  Make suggestions.  I find the review posts incredibly helpful; please use the comments for corrections as well as reminders, inspiration, and ideas.  Also this is an excellent location to give the GM a heads up you want to do whatever on game day.
·         LISTEN to each other. Don’t forget to say what you enjoy. Make suggestions for game improvement.    Some of the worst arguments I’ve been in come from when I mentally check out and quit listening to the other person, I think I know their point or perspective and don’t listen only to later discover I didn’t understand what they were trying to tell me.  Most of the time these aren’t major arguments but they are major time wasters.

·         If you make it fun for others you’ll find yourself having fun too. Make an effort; the more you put in the more you’ll get out.  

Thursday, August 4, 2016

Terendelev's Scales

TERENDELEV’S SCALES
Terendelev's Scales Minor Artifact

SLOT none CL 19th WEIGHT — AURA strong (varies)

These palm-sized silver dragon scales are unique items—essentially minor artifacts resulting from Terendelev’s death on the Storm King’s blade. Each of Terendelev’s scales grants a different power to the person who carries them. The powers granted do not function at all if more than one scale is carried. The powers of the four scales are listed below—any nonevil creature that handles a scale immediately understands its use.

Cloudwalking: Three times per day as a standard action, a scale can be used to cast levitate. A pillar of roiling clouds rises below the levitating object or creature, growing and shrinking with the target’s altitude. This pillar is 5 feet in diameter (regardless of the target’s size) and provides concealment (20% miss chance) to any creature or object wholly contained within.

Disguise: Three times per day as a standard action, a scale can be used to cast alter self. While disguised, the target gains a +4 bonus on all Bluff checks made against evil creatures.

Resistance: Three times per day as a standard action, a scale can be used to cast resist elements—but only against electricity or cold.

Sacred Weaponry: Three times per day as a standard action, a scale can be used to cast align weapon, but only to make a weapon lawful or good. Unlike a normal align weapon spell, this effect can be cast on an unarmed strike or natural weapon.

Sunday, July 31, 2016

The Crusader's Oath/ Fall of Terendelev

The Crusader’s Oath
“I do so swear under the Light, by the Sword and Scales of Truth and all the fires of heaven, to undertake this holy Crusade. I pledge to guard heart, spirit, body, and mind from the corruption of this Wound upon the World. I furthermore promise and declare that I shall wage relentless war against the Spawn of the Pit and their manifold legions, as directed by those with charge of this Crusade and whenever opportunity presents, to extirpate and annihilate their execrable race and any who serve them.” Each crusader is supposed to swear this oath, his left hand on a copy of the Acts of Iomedae, every year on 7 Arodus, the day the First Crusade was declared. In practice, this rarely occurs except among the very devout. Most commonly, a single officer in each unit takes the oath on behalf of all crusaders under his or her command.

The Fall of Terendelev
Armasse officially began at noon, with the blessing of the festival by Lord Hulrun himself, ruler of Kenabres. The crowd gathered in Clydwell Plaza quieted as the aged inquisitor took the stage, clad in shining, resplendent armor. He cleared his throat, but just as he was about to speak, a bright light shone from the west, as if the sun were rising from the wrong direction. Hulrun’s shadow fell huge and distorted across the cathedral’s facade. A moment later, the sound of a thunderous explosion ripped through the air and earth, along with a violent tremor.

To the west, the fortress known as the Kite—the location of Kenabres’s wardstone—had vanished. In its place, a brilliant plume of red fire, lightning, and smoke erupted into the heavens. A moment later, a powerful roar accompanied a welcome sight rising from the crowd—Kenabres’s greatest guardian, the ancient silver dragon Terendelev, who had until that moment been attending the opening ceremony disguised as a human. Above, another form appeared, as nightmarish as the dragon was breathtaking. A humanoid shape three times the size of any man, with skin coated in fire and lightning, gripped a flaming sword and whip. The creature’s identity was immediately obvious: Khorramzadeh, the Storm King of the Worldwound, had come to Kenabres!

As the ground continued to shake and disgorge demons into the streets, the dragon and the balor lord clashed above. The fight was over in a few harrowing moments, as the balor cut deep into Terendelev’s body, swooping down to strike the dragon and arresting her charge. A few more blows, and the titanic duo spiraled downward toward the crowd.  Cathedral of St. Clydwell is one no witness would ever forget. At that moment, a titanic demon erupted at the far end of the plaza, reducing several buildings to ruins as it smashed into this world. The rift it created shot across the plaza, and this time there was no escape—it opened below your feet, angling away into darkness.

Even as you fell, the dragon noticed your plight. Though she saw death standing over her, she seized this final chance to save a few more souls. After she uttered a few arcane words and stretched out a bleeding talon, you felt her magic take hold of you, slowing your plummet into the darkness as if you were feathers falling into a pit. Yet the fall remained as inexorable, and as you drifted downward into the depths, the last thing you saw was the Storm King standing before the ancient silver dragon, his sword lashing out and cleaving full through her neck. As her severed head fell, the rift above you slammed shut, and the light of the world above was gone.

Mendev-Crusader Theocracy

Alignment: LG     Capital: Nerosyan (64,700)
Notable Settlements: Egede (39,410), Kenabres (12,330)
Ruler: The Crusader Queen Galfrey, Sword of Iomedae
Government: Monarchy  Languages: Common, Hallit    Religion: Iomedae, Aroden


Queen Galfrey
Mendev is a land of duality, a shining bastion of law and goodness hard up against the Worldwound, a burgeoning sinkhole of evil that threatens all of creation. It is a land of pilgrims, crusaders, opportunistic rogues, and a simmering clash of cultures from south and north. Descended from Iobarian exiles and ne’er-do-wells, Mendev of old was home to more than a few Issian pirates. Friend and ally to lost Sarkoris, it was otherwise seen as a small and inconsequential
kingdom. Everything changed with the death of Aroden, when tales of demonic monstrosities spewing from the distant north spread throughout Avistan in the beginning of the last century. The “Song of Sarkoris” related the fall of a wicked barbarian kingdom to cosmic horrors from the Great Beyond. “The Ballad of Prince Zhakar” told of the brave march into a chaos-warped land by a band of Mendevian heroes who died one by one fighting their way to the center of the blight, which they called a “wound in the world.”


Government: The noble Queen Galfrey wields considerable power in Nerosyan, but further from the capital her influence dwindles. Individual crusader commanders vary in their loyalty and how many liberties they take on their own authority, and there is often tension between the religious and military leaders of the crusade over priorities. Looming over all are the overzealous inquisitors—Hulrun of Kenabres is the most inf luential but he has many sympathizers across Mendev. Meanwhile, the Crusade Heralds attempt to mediate and satisfy all groups in the best interests of the crusade. The queen and her councilors know the quality of the crusaders f locking to Mendev has become highly questionable, and yet they are desperate for troops and loath to turn away anyone. Still, they hear the cries of persecuted native Mendevians at the hands of inquisitors and thuggish “low templars” alike. With resources stretched to the breaking point and division within the crusade even in the face of the dire threat of the Worldwound, there are few to spare to quell these internal problems.

The Fourth Crusade (4692 ar–4707 ar)

Fourth Crusade (4692 ar–4707 ar): After decades of Abyssal rule, a dangerous new addition to the demon armies arrived in the form of Khorramzadeh the Storm King. Scholars of the war are divided as to whether or not the Storm King had been ruling from Iz all along, or if he was but the latest arrival in the region. Regardless, the Storm King’s f irst assault on the border resulted in no less catastrophic an event than the cracking of the Kenabres wardstone. The ferocity of this attack caught the crusaders off guard, but in the end the wardstone held. In response, the church of Iomedae called for the Fourth Crusade. This crusade proved to be the longest and most grueling of the crusades yet, lasting 15 years and ending more as a result of wartime exhaustion than anything else. The demons lost very little, and in the years since this crusade’s whimpering conclusion, morale along the Worldwound’s borders has reached an all-time low.
Khorramzadeh the Storm King
Wardstone














Saturday, July 23, 2016

The Third Crusade (4665 ar–4668 ar)

Third Crusade (4665 ar–4668 ar): Now contained within Sarkoris by a combination of the wardstones, increased pressure from the Mammoth Lords, and the distraction of an entire nation to plunder, the demons continued to press against the borders but seemed largely content to revel in their captured realm. Meanwhile, as the years passed, the Mendevian crusaders grew more and more corrupt—in part due to the subtle machinations of the cult of Baphomet, which had successfully infiltrated numerous companies and faiths throughout Mendev, but also because the resource-strained church of Iomedae had increasingly accepted less trustworthy members into its war effort. The church launched the Third Crusade primarily as an attempt to galvanize the crusaders, but as its focus increasingly turned toward self-destructive witch hunts and internal squabbling, the crusade collapsed under its own corrupt weight. Ultimately, the Third Crusade accomplished very little within the Worldwound—apart from delighting and entertaining Sarkoris’s demonic masters.

The Second Crusade (4638 ar–4645 ar)

Second Crusade (4638 ar–4645 ar): When a second wave of demons erupted from the Worldwound in 4636 ar, the crusaders had settled into their new homes in Mendev. They again took up arms against the demons, expecting a short series of f ights and boasting that this time they would drive the host back to the very edges of the Worldwound itself. But their expectations did not come to fruition. This time, the demons pouring from the Worldwound were not only more numerous—they were better prepared. Rather than the haphazard, chaotic, self-indulgent mob the crusaders previously encountered, the marauding demons were now legions driven by powerful commanders. Under
their commanders’ direction, the demons orchestrated strike forces, teleported behind enemy lines, drove their enemies toward their advancing ranks, and then crushed their opponents between them. The armies of the marilith Aponavicius captured the crusader city of Drezen using such tactics, forcing the church of Iomedae to f inally call for the Second Crusade. Even with the inf lux of troops from the Second Crusade, however, it quickly became apparent the demons were going to win. Fortunately for Mendev, the demons aimed the bulk of their devastating attack westward and
southward. The impending loss prompted the leaders of the Mendevian Crusaders to make a fateful decision— they pulled their support from Sarkoris, allowing the demon army to descend on what remained of that land, and instead concentrated their efforts on erecting wardstones along the West Sellen and Moutray rivers. The price of their actions proved steep, but, as the wardstones f lared to life, the menhirs contained the demons within lost Sarkoris and saved tens of thousands from grisly
deaths. Yet despite this success, the near- total loss of Sarkoris is generally regarded as the final capstone on a disastrous crusade.

The First Crusade (4622 ar–4630 ar)

A Brief History of the Crusades
To date, four crusades have been launched against the demons of the Worldwound, and while all four have had varying degrees of success and failure, none have yet driven the armies of Deskari, Lord of the Locust Host, from Golarion. A brief history of the war follows.

First Crusade (4622 ar–4630 ar): Although a fair number of holy warriors came to Sarkoris’s aid in the first several years after the Worldwound opened, the church of Iomedae did not declare the First Crusade until 4622 ar, as the repercussions of Aroden’s death significantly delayed the church’s ability to respond to the growing crisis. By the time the First Crusade reached Mendev, the demons had long since seized control of central Sarkoris, and had claimed significant portions of Mendev as well.

The First Crusade bolstered the defenders of Sarkoris and Mendev, boosting both their numbers and morale, and the sudden increase in the enemy’s strength caught the demonic horde unprepared, causing them to retreat back to the Northmounds. With Mendev and southern Sarkoris thus liberated, the crusaders remained in the region to help rebuild—an offer Mendev welcomed gratefully, but one that the disparate and proud clans of Sarkoris accepted more reluctantly. In any event, for the next few years the demons seemed content to focus their wrath upon Sarkoris’s Northmounds, battling primarily with the surviving Sarkorian clans desperately attempting to reclaim their family lands, while Mendev remained relatively unmolested.