Kaya Eth

4 Shèact 4,000 CE

Capital of the ɛɭⱱɛɳ nation of Attractae


“The Enchanting shall Triumph”

Ruler: Vicereinne Cafellaura Ḍi̋nîma̋ (Attractae) / Praetress Shây Ȁgyûr̈ȁ (Kaya Eth)
Nation: Attractae
Founding Year: 198
Population: 25,902
Culture: ɛɭⱱɛɳȁ   This ancient (~3,800 year-old) city is the capital of the ɛɭⱱɛɳ nation Attractae. It sits at the Northeastern end of the ɛɭⱱɛ Highway between Attractae and the ɛɭⱱɛɳa Nation of Paylae to the Southwest. The road continues along the Northern coast but while it is still sometimes referred to as the ɛɭⱱɛ Highway, it is a much smaller, narrower road. Passing the Sorrow Caves and the villages of Kaceeti and Camoronati, it ends at the Northwestern corner of Attractae at Graham Grove, just past the Buzzard Tunnels. A side road leads northeast to Alberta's Rest, an ancient town in a clearing in the temperate rainforest of about 4,800 souls. "The Rest" was originally the massive estate of the rich and eccentric Philosopher Viscountess Alberta Ṭǔkmȉṭ.   Located on the Northeastern coast of Theshine, Kaya Eth is just at the edge of the Attractae Boscage where the foliage starts to get almost impenetrably dense. As opposed to the more moderately canopied tropical forest to the South, the thick rainforest at the Northern edge of town is known as the "Forbidden Boscage." The boscage has been said to be home to mystical beasts and strange creatures, as children have been warned for a long time.  

Rumors:

Overheard in Kaya Eth
  • The nation's coffers have nearly run dry due to the Vicereinne's poor investments.
  • The Vicereinne plans to exile everyone who cannot cast a spell.
  • Kűyǔ Teagan, the gerbilcatchrix, offers a small bounty for every gerbil delivered. Many suspect that although the Praetress funds this bounty and her wage, she makes a profit on the side by selling the gerbils to a sausagemaker.
  • Lionelae Yshȉűkkȉ caught Sterennae Ḍȉtgǐgga̋r sleeping with her son, and takes every opportunity to publicly accuse Sterennae as being some sort of a slut-sorceress seductress.
  • Backed by a secretive cabal of moneylenders, the Vicereinne plans to send a fleet of black dragons to seize all weapons from the common folk.
  • The local burial copse has a dark secret. Everyone buried there is dug back up a few days later, and their reanimated corpses become the newest recruits in a private undead army the Praetress is building.
 

The Curse of the Emerald Faerifly

Public information
An expedition to a recently unearthed tomb has returned with a mighty stock of riches, but not everyone is pleased with their luck. One ɛɭⱱɛ feels that she may have disturbed a fallen Vicereinne and incurred her wrath.
GM Preview
There is a curse that is linked to a single item: an emerald jeweled faerifly that was taken from the transplantation of the fallen Vicereinne.
If returned, the curse will cease.
Story
Many of the expedition team members have told rousing tales of derring-do, and returned with riches beyond what anyone could have expected. The expedition members are pleased with the results of their expedition—–except for one ɛɭⱱɛ, Gwenifa Eudav, who seems to be far worse off after the journey she took.   Gwenifa believes that she is plagued by bad luck ever since she left the Transplantation Copse of Richealy Munr. It seems that every day her luck grows worse. Stumbling out of the copse, it started with a persistent bit of sand that she couldn't rub from her eye. Upon the return trip, she lost his grandmoher's ring. And when she arrived back into Kaya Eth, her roof had caved in. Two days later, she spooked a horse merely by walking by it, and the horse kicked, breaking her leg.   Gwenifa believes that the cause of her curse is a jeweled faerifly that she pilfered from the tomb of the old ɛɭⱱɛɳ Vicereinne. She believes that if it is returned, her luck will change for the better. She would return it herself, but she has a broken leg, and even if that were not the case, Gwenifa is convinced her bad luck would only make things worse. She offers the adventurers her share of the recent expedition (350gp) and asks that they return the faerifly to whence it came.   As long as anyone holds the emerald faerifly, their luck will diminish as well. They might find themselves more clumsy than usual, or stumble over their words during conversations. The only way to eradicate the curse is to return the faerifly to the transplantation copse of Ȉyshȁsh Munr, where her ancient Progenetressees have stirred. Ten skeletons, armed with swords, maces, and shields, have risen and will attack anyone who comes near—–even those seeking to return the faerifly.

Weapons of Mass Distraction

Public information
Local villages are frenzied after a traveling weopansmythy sold them magical forgeries of weapons. They want her brought to justice.
GM Preview
The perpetrator of the crime is, in fact, no weopansmythy at all. She's created these weapons with a magic spell, and has been profiting off her act for months with no one wiser for it until she's long passed.
Story
It is rumored that a traveling weopansmythy is selling weapons in the countryside at a very low price. Unfortunately, by the time she's faded into the horizon, the weapons are shown to be elaborate illusions with no physical substance to them. Those who were wronged by the weopansmythy want her brought to justice.   The loudest of those who were swindled by the weopansmythy is a mercenary named Brastiasa Chűr. She bought an entire stock of the weapons from the merchant, and when she went to arm her men, all the equipment was gone from the bed of her wagon. Brastiasa has since been doing her best to track the ɛɭⱱɛɳ woman who has sold the illusory goods, and often shows up in the villages that the weopansmythy did business in. Unfortunately, she's always a day or two late to find her.   Brastiasas Chűr will pay handsomely for help apprehending the merchant. Those who take her up on the offer may find that the villages the merchant has traveled to have a pattern that will give clues to where she'll go next.   Upon being found, the villainous merchant will attempt to dissuade her pursuers by any means necessary. She'll offer a bargain of allegedly real goods, a bribe of the money she's been swindling ɛɭⱱɛs for, and if all else fails she'll use her illusory magic to escape her pursuers. She causes the noise she makes as she flees to go the opposite direction she is, hides within caves or under overhangs, covering the entrances with a natural illusory wall, and, if truly pressed, will conjure an image of herself having fallen to her death or killed by wolves.

The Forbidden Boscage

Public information
The thick rainforest at the northern edge of town has long been the subject of tall tales and dire warnings. But when the son of one of the local villagers goes missing inside, someone will need to go in to track him down.
GM Preview
The boy, who like most ɛɭⱱɛɳ boys of a mere century old, has a predilection for exploring and creating things, has been swept up by a dryad, who promises him talent beyond his wildest dreams, greater even than the ɛɭⱱɛɳ women. But she won't let him leave of his own free will—–he requires help to return home.
Story
The people of Kaya Eth are an incredibly talented bunch of people, and they are as well known for their tall tales as they are for their incredible craftswomanship. These artisans aren't just spinners of fairytales, however. The boscage on the north edge of town has been said to be home to mystical beasts and strange creatures, and the children have been warned about them for some time.   This has often been a problem for Mahoniha and Jockaut Ki̋mmǎr̈. Their son, Ûyshȉ wants to be a great metalworker like his mother, but like most ɛɭⱱɛɳ boys of 100 years, he also has a predilection for exploring, and his natural curiosity draws him to the edge of the forest frequently. He had been told on many occasions that entry into the boscage is forbidden, and that dangers befall those who dare to step inside.   Three days ago, Ûyshȉ disappeared, and some of the other village children claim to have seen him disappear into the lavishly dark and verdant trees at the boscage's edge. Those who have dared to step foot in the boscage swear that they feel a dark energy there, and some relate that they've heard an unearthly singing emanating from the trees recently.
Ûyshȉ's parents are desperate and afraid, and seek brave souls to enter the forest and rescue their son. Those who are courageous enough to venture into the furthest places of the Forbidden Boscage will find that Ûyshȉ is still alive, though he is anything but safe. He is working on various crafts at a rustic looking bench in the forest, and cannot be coerced to stop. Speaking to him reveals the truth of his situation, though. A paranoid dryad named Aourellia lured him into that part of the woods with promises that he would obtain artisanship beyond that of even the ɛɭⱱɛɳ women in Kaya Eth. The caveat would be that he could never leave.   Ûyshȉ cannot leave of his own accord, but he can be pulled away from his bench. When forcibly removed, he will fight desperately to remain. If separated from the woods for a long enough time, the enchantment that the dryad placed on him will subside. Of course, when Aourellia and her enthralled animals notice him being led to freedom, they will attack those that would steal their plaything. At any given time, Aourellia will control 3 wild animals; roll on the table below to determine which type of animal she controls:  
  1. Three of which kind of animal does Aourellia the Dryad control? 2d4
  2. Dire Bear
  3. Dire Boar
  4. Huge Viper
  5. Bat Swarm
  6. Cheetah
  7. Brown Bear
  8. Dire Wolverine
  Aourellia has a small amount of treasure buried at the base of the oak to which she is bound: 210sp, 5gp, and a small magical bone flute shaped like a snake with two tiny obsidians set as its eyes. Once per week, when played by a talented musician, its music functions as a spell of charming that lasts 3d4 days.   If her son is returned safely, Mahoniha will craft a high-quality metal item for each adventurer involved in the rescue; if his deceased body is returned, the metalworker offers mundane metal weapons, armor, and items with a total value of 50gp.

Sacred Marble

Public information
A renowned sculptor seeks to create an effigy in the name of her goddess, but she needs stalwart adventurers to help her obtain the marble for her statue.
GM Preview
The nearest marble that suits the artist's needs has been recently excavated from a quarry not far from her. Those who own the quarry are unwilling to sell or trade for the marble, however, since they worship a different god.
Story
According to the great artist Kǔmnâ Chȁgtǐsh, there is "no higher form of worship than to immortalize the form in stone." This is especially true of the work she'd like to complete next. Kǔmnâ wants to carve the likeness of an ɛɭⱱɛɳ goddess out of marble. Unfortunately, she doesn't have access to any marble of an acceptable purity—–it is impudent to sculpt an effigy of a goddess out of imperfect stone, after all.   Luckily, there is a nearby quarry that has been excavating all kinds of stone for quite some time, and the marble that they unearth is of a very high quality. For reasons unknown, however, Kǔmnâ refuses to acquire her supply from them.   That isn't to say that the marble can't be acquired from there. But if an enterprising group of people were to venture to that quarry and reveal who it is that wants the stone, they'd be in for an uncomfortable surprise. The owners of the quarry are pledged to a different goddess, and to sell the marble to Kǔmnâ is a violation their principles.   The quarry can be taken by force, but it is heavily guarded, and it would be a very difficult task to carry out. Added to that are the troubles of collecting the marble after the violence has been carried out.   A more cunning crew can find the owner's ledger and discover where the most recent supply of marble was shipped. The shipment should be much easier to overwhelm, and the people robbing it would have a vehicle to transport the goods afterwards.
Founding Date
198
Type
City
Population
25,902
Related Ethnicities
Inhabitant Demonym
Kayae