Old Pacts and New (session summary)

Adventure Name: “Old Pacts and New”
Session Number:   24
Ending Game Date:
Out of Game Date:
   March 16, 2018
Group XP Earned: 3,200 xp each

Characters Involved:


  • Machine of Judgment/Temple of Judgment

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Temple of Lihevanînî (location)

Temple Entrance

Name: Temple of Lihevanînî
Other Names: Temple of Haukim and Anbay, Temple of Agreement, Temple of Arbitration
Location: Valley of the Nine, 200km NE of Timna
Purpose: Central hub for worship of Haukim and Anbay. To settle disputes and contracts.
Condition: 10,000 year old ruined temple
Surrounding Places of Note:

  • Valley of the Nine
  • Timna, Capital of Katabania

General Appearance: The oldest and only known surviving temple to the Lords of Judgment, Haukim and Anbay it is an abandoned ruin, surrounded by other temples in the Valley of the Nine.

Adventures Participated in 

  • Old Pacts and New (3/9/19-??)


The Temple of Lihevanînî otherwise known as the Temple of Haukim and Anbay or the Temple of Arbitration and Judgment, was the largest and last temple dedicated to the gods Haukim and Anbay to remain active. It was responsible for many duties such as training priests, acting as a public worship area for the gods and for directing the rest of the temples under their control.

Supplicants would come for justice and arbitration over disputes. This would range from contracts being decided on, contracts being written, and criminals being judged. Even for those who made a pact with an outsider to have that pact decided on.

The temple is rumored to have a way to cut all ties, wards, and bonds when the decision was made. Each party would receive what the gods believed was their due, while the gods themselves would take a small part from both parties as payment for their arbitration.

The temple did not outlive the end of the Khmet Empire during the first War of the Three. The Valley of the Nine where it is located fell into disuse with the destruction and all the temples closed eventually.

Brave adventurers would sometimes venture either to raid the treasures left here, or to utilize the abilities of the temple. Either way it is a dangerous place to go and most do not return. Over the last few centuries however a menace has appeared in the valley, inserting itself into all the temples.

Red rock, sand and sandstone have begun intermixing with the local area’s yellow and orange sands. Some say blood drips from this interloping terrain causing the red to spread. It is unknown what is causing this or why.



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Valley of the Nine (location)

Map of Valley of the Nine

Name: Valley of the Nine
Other Names: Oasis of the Gods
Location: 200km NE of Timna
Purpose: Valley where major Khmet Gods temples originated and were worshipped at.
Condition: 10,000 year old valley of the gods
Surrounding Places of Note:

  • Inside the Valley Proper
    • Temple of Lihevanînî  (Location 42, )
    • Temple of Sekhmet (Location 20, below)
  • Timna, Capital of Katabania (200km SW)

General Appearance: A series of temples located in the beginnings of the Divine Mountains of the Khmetian gods. Most of the temples are in disrepair or destroyed states, the sands of the desert reclaiming them.

Adventures Participated in 

  • Old Pacts and New (3/9/19-??)


The Valley of the Nine is a misnomer, many people believing it is purely for the nine gods present. In fact this valley was the center of more than 40 different gods both greater and lesser, but the Khmetian Empire only recognized the nine as the official purpose of the valley.

Long abandoned at the end of the Khmetian Empire, these temples are more like tombs in various states of decay. Some used as actual tombs are the source of undead in the area, while others seem still somewhat untouched by time and the dead, or the newly appearing red sandstone and sand formations that seem to be occurring.

Below will be listed the different temples details unless they need their own pages:

Temple of Sekhmet: Divine personage of the wit and healing. This temple is one of the few temples in the valley that seems untouched, or at least still in good condition. Many say it is because Sekhmet is the last of the Khmetian gods still alive and her life is driven by her worship. A feeling of peace and the presence of cats can be felt in here. See maps and images above for details.

Temple of Nepthys: The Desecrated. Long believed to aid the Three in the first war of the gods, Nepthys has been an outlawed religion even before the fall of the Khmetian Empire. Worshipers of Nepthys protest this, saying their goddess is the one stopping the three, but no proof of this has been had, and worshipers of the unclean one (Nepthys) have been caught at several major incursions of undead and abyssals.



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Kingdom of Katabania (kingdom)


“The sands are life.”

Conventional Long Form: The Sacred Kingdom of Katabonia.
Other Names for Arborlon: The Old Kingdom of Ma’in.
Ruler: King Ilyafa Riyam
Government Type: King/Queen and 4 represented Royal Households.
Legal System: King and Royal elders (all priests)
Cities/Towns/Outposts of Arborlon:

Kingdom of Katabania

  • Timna, (capitol of Qataban people)
  • Zafar, (capital of Himjar people)
  • Sirwah (capital of Saba people)
  • Marib
  • Schabwa
  • Qarnawu (capital of Ma’in people)
  • Valley of the Nine – Ruins of the ancient Khmet Pantheon.

Major Languages:.

  • Common,
  • Khmet (12 different sub-languages)
  • Common Elven
  • Underdark Common
  • Eastern Orc
  • Western Orc

Allies: Close trade ties with the seven merchant cities.
Enemies: The local Orc and Horse Lord Raiding Tribes.


The Kingdom of Katabania emerged in 3,272, but then found itself under the rule of Saba’. Only in about 4,100 BCE were the Katabanians able to ally themselves to Ḥaḑramawt and free themselves from direct Saba’ rule. In 4,320 both Ma’īn and Ḥaḑramawt were ruled by the same family, a close relationship that broke up again probably in the second half of the same century.

The next capital of the kingdom was Yathill  and later Qarnāwu. The kingdom enjoyed its golden age starting 4,780 when it was able to extend its influence all along the incense trail due to the conquest of Najrān, ‘Asīr and Ḥijāz. From the time of Waqah’il Sadiq I. Katabani rule reached as far as Dedan. The extent of their long distance trade is also shown by the presence of Katabani merchants in the Aegean as far west as Kokand. With the expansion of Ma’īn as far as the Red Sea they were also able to carry out sea trade to the east.


The Katabanis like some other desert kingdoms, are involved in the extremely lucrative spice trade, especially frankincense and myrrh. There are a number of major caravan stations along the trading route, including Yathrib and Gaza.

The Katabani have a different social structure to the rest of the Old Peninsula. Their king is the only one involved in lawmaking, along with a council of elders, who are represented by the priesthood as well as families of high social class. This does involve members of all four royal dynasties in their respective provinces.

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Rescue Veronwe (session summary)

Adventure Name: “Rescue Veronwe”
Session Number:   23
Ending Game Date:
Out of Game Date:
   February 23, 2018
Group XP Earned: 11,800 xp each

Characters Involved:


  • See bottom for entire list.

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Drow Matron Mother


At the head of each drow noble house sits a matron mother, an influential priestess of Lolth charged with carrying out the god’s will while also advancing the interests of the family.

Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen’s favor, and the dark god sometimes capriciously takes back what she has given.

Matron mother is a strange title for a cruel tyrant, but given what drow consider to be a goddess, perhaps we shouldn’t be surprised.

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Drow Elite Warrior


Drow elite warriors defend their houses and their superiors against all enemies, although they specialize in fighting dwarves, gnomes, and elves (including other drow). They frequently raid surface settlements under cover of night, returning to the Underdark with prisoners and spoils in tow before dawn.

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Dark Elves/Drow (bestiary)

The Ancient Symbol of
House Ara’bund

Important Note: There are major differences in this world’s drow. Because of that I will not try and recreate the entirety of the writeup here (at least at this point). Below will be all the major changes (or links to where those changes are). Otherwise refer to the drow writeup in MORDENKAINEN’S TOME OF FOES and the drow listing in the MONSTER MANUAL. Continue reading

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Raid on Velkynvelve (session summary)

Click to go to the SSU Redeemer

Adventure Name: “Raid on Velkynvelve”
Session Number:   22
Ending Game Date:
Out of Game Date:
   January 26, 2018
Group XP Earned: 11,800 xp each

Characters Involved:


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Tsovinar’s Blessing, Trident of the Storm (artifact)

Tsovinar’s Blessing is one of the last remaining artifacts of Tsovinar’s reign of the sea during the first age. Signifying her wrath and protection of her people, the location fo this fell into Sargon’s hands.

Tsovinar’s Blessing

Name:  Tsovinar’s Blessing (Trident of the Storm)
Owner:   Sargon (Jack Tar)

Weapon Type:  Trident (legendary)
Origin:  Seeing the peril her people faced, the goddess Tsovinar had Manuela of the Salt forge a weapon that would be her people’s defender and her wrath.

Venturing deep under the oceans, deeper than any surface dweller had ever wam, the Manuela of the Salt came to the blazing heart of a great underwater volcano. With the aid of Tsovinar, she crafted the trident using Amar-Utuk’s forge, Anbar the Black Forge. With them, she forged Tsovinar’s Blessing.

Armed with the artifact, Manuela returned to the goddess. Her trident ended the attacks on her people and answered the calls for Tsovinar’s Wrath. Later, in the betrayal of Tsovinar and the overthrow of her priests the trident was lost to the seas. Continue reading

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