Campaign Notes

Locations Visited

Home of the Leopard Clan

Akrivel is built high up in the canopy of the Mwangi Jungle, about 10 miles from a temple of Ketephys that serves as the exit side of Huntergate. It is also near to Whitebridge Station, and the elves of Akrivel participated in its destruction.

Goblinblood Caves

Hidden Cave System

Connected to Guardian's Way is a cave system long abandoned by most civil inhabitants. The entryway has become overgrown with moss, but was easily noticed. Inside this cave the party found and confronted Voz Lirayne and her skeleton minions.

Guardian's Way

Abandoned Outpost

Located about 6 miles northwest of town, Guardian’s Way was once a heavily fortified outpost built to try to stem the tide of goblinoids before they could rampage into more populated areas beyond. Companies of elite human soldiers lived and fought here, and their bravery saved many lives during the 4 years of conflict. However, 18 years ago, the wars ended and there was no longer a military need for soldiers to live here in isolation, and so Isger’s military abandoned the station. The military left the complex’s four structures (a central watchtower platform, a northern platform, a southern platform, and an old supply shack) intact though, and over the years, the out-of-the-way station became a haven for bandits, monsters, and other troublemakers in the wilderness.

Citadel Altaerein Crypt

Until recently this crypt was the home of the Bumblebrasher Clan

The Bumblebrasher chieftain, Helba, told the party of a secret entrance into the crypt below the citadel. Alak agreed to join the party, even after they first returned Calmont to the town council. They returned and enter the crypt being greeted by pitch black darkness. Moving slowly through the narrow hallways has revealed rooms formerly occupied by the Bumblebrashers now being occupied by Cinderclaw Cultists. After resting the party discovered Alak had disappeared, perhaps to search the crypt alone, but without any notice of his intentions. The party was soon reunited with their wayward companion, though, and helped him retrieve his heirloom. The crypt cleared of any remaining evil, the party took the tunnel they discovered back to Breachill.

Citadel Altaerein

Known in Breachill as "Hellknight Hill"

Citadel Altaerein is the abandoned former headquarters of the Hellknight Order of the Nail, located in eastern Isger, high in the northwestern Five Kings Mountains, close to the border with Druma. It overlooks the town of Breachill, whose residents call it Hellknight Hill and largely ignore it.

In 4638 AR, the Order of the Nail, impressed with the peace and efficiency of Breachill as well as its defensibility, chose a low-rising hill about ten miles northeast of town to build their headquarters. For decades, many citizens of the town took jobs in Citadel Altaerein, attending to the Hellknights' needs.

In 4682 AR, Queen Domina of Korvosa moved the Order of the Nail to Varisia, and they relocated from Citadel Altaerein to their new home Citadel Vraid. They kept a small handful of knights at Citadel Altaerein to keep an eye out for goblinoid uprisings to the southwest until 4711 AR, when their mounting missions in Varisia forced them to abandon their old headquarters entirely. All kinds of people and monsters have since moved into Citadel Altaerein, most notably the Bumblebrasher goblin tribe.

Breachill Town Hall

Meeting Place for the Call of Heroes

In addition to the chamber used for Breachill’s public meetings—including town council meetings and the Call for Heroes—Breachill Town Hall includes the offices of all staff members who support the town’s government and its myriad municipal functions, as well as its town guard and courts. 

Recently, the building survived an arson attempt with the help of the party.

The Pickled Ear

A Local Favorite Bar

This rough-and-tumble dive bar and tavern is frequented by locals and hardscrabble adventurers alike—many of whom clash in rowdy and sometimes vicious brawls that take place far too regularly for the town guard’s liking. Proprietor Roxie Denn is always looking for ways to expand her customer base.

The secret tunnel from the crypts led to a secret room in the basement of The Pickled Ear.

Cayden's Keg

Tavern in Breachill

This rousing, well-kept tavern is one of Breachill’s most popular places to enjoy a hearty meal and a pint of ale, and it doubles as a temple of Cayden Cailean, the freewheeling Accidental God. The proprietor, primary bartender, and head priestess is Brynne Taithe, who loves little more than when adventurers tell rousing tales of their daring exploits and deeds, preferably in conjunction with frequent purchases of ale. The priestess particularly loves when a good story holds the entire tavern rapt, and she has been known to provide entire rounds on the house when that happens as an offering to her god. It’s also a good business practice, though, since a captivated and tipsy audience is usually willing to purchase more food and ale as the evening progresses. 

Quarters and Bits

Item, armor, and weapon shop in Breachill

This dual storefront is home on one side to a general store called Bits, and on the other, a weapon and armor smith called Quarters. From the outside, the businesses seem separate—until it becomes clear that both are the effort of proprietor Crink Twiddleton a fast-talking halfling whose sales skills often see him selling outlandish items to customers who never knew how much they needed his wares. Crink is known for wearing a smart suit and a jaunty hat, and for having a mischievous twinkle in his eye, but beyond his cheesy charisma, he’s also known for importing some of the finest goods and employing several highly skilled smiths 

Wizard's Grace

Tavern in Breachill

Owing to its proximity to Breachill Town Hall, the Wizard’s Grace tavern is the favored establishment of many adventurers who wish to seek work from the council in the town’s monthly Call for Heroes. Here, adventurers and municipal workers regularly mingle, exchanging stories and generally enjoying the atmosphere created by the diverse clientele. In the days leading up to each council meeting, the tavern is particularly busy, as adventurers schmooze with town officials and even the occasional council member who might show up for a drink and a meal. Before each meeting, the inn’s tavern has a long-standing tradition of holding toasts and serving meals of boar stew with lentils—a practice owner Trinil Uskwold (NG female human innkeeper) highly encourages, as her grandfather, himself a prominent local adventurer, loved eating that meal before embarking on his own many daring journeys. Because of the politics of socializing here, the crowd tends to be both well-mannered and chatty, though occasionally a brash adventurer or two gets rowdy. 

Breachill

Town in Eastern Isger, Inner Sea Region

The town of Breachill is nestled in the foothills of the Five King Mountains in the wilds of eastern Isger, about 50 miles from the Druman border. Compared to the region’s other settlements, this small town is young—just shy of 170 years old—though it has a fascinating history that rivals those of many far older places. Breachill began with the humblest of origins, as a barely functional outpost of human amnesiacs, but the aid and mentorship of a powerful Wizard led these shivering and dying unfortunates to found the hardy and thriving town that exists today. Many of Breachill’s 1,300 residents are humans who trace their ancestry to one of these original pioneers, leading to the townsfolk’s identity as people who persevere and are self-sufficient by birthright. As a result, the residents of Breachill are brave and community-minded. Unlike the insular inhabitants of many Isgeri towns, they welcome adventurers of all types. After all, the townspeople owe their existence to the benevolence of a powerful wizard and adventurer—Lamond Breachton —whose legacy is so beloved that it is almost a religion. Practically without exception, any harsh words spoken in town against Breachton are taken as a challenge to most residents’ honor. Breachill’s townsfolk are hardy, and the town is focused on self-sufficiency and creature comforts. Residents are friendly and tend to help each other, and the town’s history makes them open-minded toward outsiders. Breachill’s citizens tend to play as hard as they work, so the town counts numerous taverns among its many businesses. 

The party recently uncovered the "secret" of Breachill's founding, or at least the account purported by the proprietor of The Reliant Book Company, Voz Lirayne.