DM Tools - Campaigns - The Jaidor Talisman - The Chaddamar Theocracy

Section 4 - The Chaddamar Theocracy

Part 1 - The Vaullian

The Town of Hansuse

The road emerges out of the Kalanos Marshes and into broad grasslands. Before the party lays the Chaddamar Theocracy, a vast religious nation. This is the nation that built Garreon’s Wall, beyond which was the Desolation of Shidar, the very place where the party is headed. Kaelig has been to Chaddamar many times and knows his way around. He leads them toward the town of Hansus. It is a 4 day journey through the hills and grasslands to the town of Hansuse. As the party gets further from the swamp, they will come across farmlands and villages.

When the party finally reaches the town of Hansuse, they will notice subtle differences in the culture here. The architecture of the larger buildings is different. The communities and farms are more fragmented, more numerous.

Kaelig leads them to the town’s museum. It’s a large single tower some six stories tall and holds a commanding presence over the town. Large stone steps lead up to the front door where a large iron bell hung. Kaelig walks up and rings the bell and, after a moment, the door opens.

Lesoth the Historian

The curator and historian that runs this small museum is a respected vaullian (the grey skinned, somewhat elephant looking humanoid race – the same race that Sarroch the Wise was). His name is Lesoth.

Lesoth is friendly and jovial. He offers the weary adventurers tea and biscuits. Lesoth is quite distressed to hear Kaelig tell of the death of Italus. Italus had been friend to both Kaelig and Lesoth.

The party, no doubt, has a thousand questions and Lesoth has the answers.

Most of what the party learned from Lesoth was history about Shidar. (He IS a historian, after all).

Here’s what they learned:

The Known History of Shidar

0 CY - After the Cataclysm, the Kytohan Empire fell. The north east region was once a larger peninsula, but the coasts collapsed taking many fishing villages with them.

72 CY - The only major city left was Daetowa ruled by Duke Morgoth. According to legend, Lord Morgoth built a great underground fortress beneath his city. Perhaps to protect his people from the World Storm or raiding bandits who pillaged the newly-wrecked world. It is said that these great halls beneath the ground were a marvel to behold. It supposedly held the wealth of the region.

155 CY - A century later, the city of Daetowa was overrun by humanoid tribes. Within 50 years, nothing remained by ruins.

185 CY – Some years later, the ruins of Daetowa are abandoned by the humanoids. The ruins of Daetowa were left to the weeds.

851 CY – In the ninth century, the ruins of Daetowa were rebuilt and the town of Shidar was founded.

1050 CY – For two centuries, Shidar grew and developed into a major city. It became a shining center of culture, learning and magical power. The healers of Shidar were exceptionally powerful. They mastered all manner of healing. At the height of the cities power, they developed the power to bring back the dead.

1136 CY – In 1136, miners quarrying stone uncovered a shaft that ended in a great seal. They believed they had uncovered the entrance to the legendary Mines of Morgoth. The Seal was opened. The catacombs underneath began to be explored.

Shidar began to have problems. Murders in the night, strange creatures hunting the nighttime alleys, animals acting up, disease. These problems became worse.

The nobles of Shidar decided to construct a new seal over the opening. This great stone edifice was a building with a single great iron door. Death's Door is the name of the great iron and stone building that seals this ancient underground catacomb. It was created by a group of city-sponsored mages led by a great wizard named Adezar.

Amidst great controversy, Adezar created a key that could open Death's Door. Some politicians were horrified that such a security breach was allowed. Others wanted the option of some day opening the door and slaying the demons of the underworld.

The device that could open the door was magical and needed only be touched to the door to open it. Hence, this device could have been made in any form. But Adezar decided to fashion it into the likeness of a key. This choice was artistic, nothing more. The key is fashioned of bronze and is 18" long. It is heavy and highly decorative.

The key was intended only to be used in ceremonies. An ornate oaken box was fashioned to house the key.

Those who feared the opening of the Door assaulted the Town Hall and, during the battle, the Key was shattered into 3 pieces. - the circular handle, the shaft and the teeth. (The Ring, the Rod and the Teeth). Satisfied that the Key was no longer a threat, the mob disbanded.

The pieces were collected and later studied by Adezar. Such was the power of the enchantment that the key was not destroyed. Indeed, each part still possessed the magic of the whole necessary to open the door. There were, essentially, now THREE keys that could open the door. Nobles fought and squabbled over the 3 keys. These three keys have changed hands many times over the centuries. Because of their unique design, they are easily identified. Hence, the fate of each is known.

The Current Locations of the Three Pieces Are Known:

1. The Rod is held by the Arch-Wizard Tolkarus at Mount Durrodis
2. The Teeth are held in the treasure vault of Duke Heingoth in the Iron States.
3. The Ring is held by Lord Kaimar of Chaddamar.
 

Obtaining the Key

Lesoth advises the party that the Key is the only way to breach the construct known as Death's Door. If they are heading to the ruins of Shidar (which based on the map they have, it seems clear that that is where the map is taking them), then he urges them to obtain a copy of the key.

Kaelig will also concur with this. He has been to the ruins of Shidar. He has seen Death's Door and he can assure them that it is impassable without the key.

Based on this information, the party must decide where they will go. They MUST obtain at least one part of the Key. If they venture into the Desolation without at least one of the three parts of the Key, they will be unable to open Death's Door, the great barrier in the Ruins of Shidar that Kaelig has told them about. They absolutely must be convinced that Death's Door cannot be opened without the Key. And this is true. No amount of magical might will open that door. And if the players actually head into to the Desolation without the Key, they will be stopped at Death's Door and they will have to either ambush Duthelm (when they show up with their piece of the key) or they will have to go all the way back out of the Desolation (wasting time) and go get a key piece.

The Locations of the Three Pieces

If they make the right choice and decide to go after the Key, they need to figure out WHICH of the three parts they want to try to get.

The Rod
The first part of the Key, the Rod, is held by the Arch Mage Tolkars who rules from Mount Durrodis in the Sea of Ash in Qeshir. Tolkarus is a powerful wizard that has enslaved whole races and commands the entire region. Going after his piece of the Key is suicide. That's a whole campaign unto itself. Such an adventure is beyond the scope of this work. Also, it's thousands of miles away. Overall, this piece of the Key is a bad idea. If, for some reason, they actually DO go after this part, then you're in for a whole other adventure. Tolkarus is almost god like in his power and his minions number in the tens of thousands.

The Teeth
Going after the second part, the Teeth, is also bad. It is held by Duke Heingoth in the Iron States. The security and minions surrounding this part of the Key is much less than the Rod. However, it would still be difficult. It's also a very long journey... several thousand miles. But most importantly, the forces of Duthelm already have this portion of the Key.

The Ring
The third part, the Ring, is relatively close by. This portion of the Key was held by a Chaddamarian knight, loyal to the Church. Lesoth can tell them that Lord Kaimar was killed when battling a dragon in the Gyrtara Mountains. His body, along with his possessions, lie in the lair of a great dragon. It is assumed that the Ring portion of the Key also lies in the lair along with everything else. Lesoth can give the party all the details. The lair of this dragon is near a Chaddamarian village in the mountains only a couple hundred miles away.

Book Research

Lesoth looks up a specific piece of lore in a book regarding the fate of Lord Kaimer

The Death of Lord Kaimar
Tarpid the Historian
2624 CY


Lord Paladin Kaimar held in his possession many items rare and wondrous. He wore the metal skin of Holrumna. In his hand he held the shining blade, Wintershard.

He also held the Death’s Door Ring, among other treasures… all of which he kept in Ulhuru’s Chest.

With these weapons and treasures, Kaimar rode forth with a company of forty stalwart men-at-arms to slay Verraximaul, who had plagued the Lands of Alderac for two generations.

None of the Company of Kaimar were seen again. Most believe that the Ring, along with many other wondrous items, are in the Dragon's hoard. Many others have ridden forth to do battle with the Beast.

 

Saramuthak

Lesoth can also tell the players about the fate of Saramuthak. Saramuthak was imprisoned only a year or two ago. It is possible that he is still alive,  rotting away in some dark dungeon cell, a prisoner of the Church of Chaddamar. The party may decide that they want to free Saramuthak. Not only would he be a powerful ally, but he would also be able to provide them with the antidote. In fact, he would be the best person to brew a batch of the antidote since he did invent the formula.

However, it's not entirely necessary for the party to go after Saramuthak. This is a side adventure that can be used or not. The campaign functions with or without it.

If the party goes after Saramuthak, they will have to rescue him from a dungeon cell deep in Chaddamar territory. Once freed, he will be an ally and will brew the antidote for the party. He will even accompany them into the Desolation. Lesoth can also tell the players about Saramuthak's Tower, where he did all of his work. The tower is abandoned and lies on the north shore. The players might want to go to the tower first and investigate, perhaps hoping to find a batch of the antidote or perhaps to learn more about Saramuthak before rescuing him.

If they decide NOT to go after Saramuthak, that's fine to. Lesoth has the formula and can brew the antidote for them.

So, the players actually have several directions they could go from here:

1. They can go to check out Saramuthak's Tower.

2. They can go to the prison where Saramuthak was imprisoned and rescue him.

3. They can head into the mountains toward the dragon's lair where it is believed Lord Kaimar died (and where the part of the Key lies).

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