The Iron Maidens

The Iron Maidens are an adventuring company based in Calimport. They are currently under the employ of Thelonius Stonetower, who provides and funds their quests, in exchange for a tidy profit of his own.

Crew

Vel'sir'sya An-Harzeen

Vel, as she is known to her friends, is an accomplished young drow, who would have been first in line to inherit the throne of Matron Mother, had her home city of Guallidurth not been ripped apart by revolution during the Silence of Lolth. Exiled from her home, and cut off from her goddess, she has found a new purpose leading a rag-tag gang of all-female mercenaries.

She cut her teeth on the mean streets of Manshaka, learning to deal with a world that didn't consider her to be automatically treated as royalty due to her birth. She was humbled, and she became better for it, learning to fight for herself, and to respect all races and genders for what merit they truly possessed. She soon made friends among the other outcasts of the city--thieves, warlocks, swindlers and the like--and forged a bond of mutual protection and prosperity. Soon, Manshaka wasn't big enough for her ambitions, so she sought the much greater wealth, opportunity, and danger of Calimport.

Physically, Vel is stunning. Her high-born status is apparent from her tall stature, flawless skin, and her intelligent, unwavering gaze. Her voluptuous curves, while remarkable by human standards, are only average for her race; she might be more buxom, were she not so physically active. She is lean and well-muscled, though her bronze skin betrays little of the steel-forged strength within. She is usually seen wearing one of her last possessions from her old life--a suit of intricately crafted black plate mail, so finely fitted as to be concealable beneath her outer clothes, when she wishes to do so. She no longer possesses her ceremonial mace or snake-headed scourge of office, but she would find little use for them, having mastered the use of several proper martial weapons, including her signature falchion, a fine Memnonnite blade singing with fire magic.

Bereft of her clerical abilities, she has fallen back on her martial training, and has become an adept swordsman. While she has no spellcasting ability of her own, her innate drowic magic seems to help her unlock the potential in magically-enchanted items, whose power she magnifies and increases with their use. Still, she focuses mainly on martial tactics, maintaining a balance of offensive and defensive maneuvers, and focusing on her leadership abilities as a battlefield captain.

(In game terms: she's a rank 1 armsman focusing on Morale talents)

Ley-Nee

A curious creature, Ley-Nee is a lamia, natively a cat-like humanoid, but with the ability to shapeshift into a fully human disguise (save for her golden, vertically-slit eyes). In either form, she is short, buxom, and incredibly dextrous, with a remarkable talent for sleight of hand that is matched only by her insatiable desire to acquire (i.e. steal) shiny things.

Vel found her in Manshaka, having finally been caught by the local thieves' guild, who didn't appreciate an independent thief operating on their turf (especially since she was much more talented than them). She was in a bind, and they had her dead to rights (or, more likely, raped to rights, then dead). However, when Vel intervened, they found that while they might possess the physical skill and numbers to take her, they couldn't contend with her skill...after Vel suffered enough wounds to fell a warhorse and refused to yield, they fled in terror of this madwoman. Soon after, she collapsed, only to find herself nursed back to health by Ley-Nee, who was most appreciative of the gesture.

The two have since been inseparable. Ley-Nee provided invaluable assistance in navigating the underworld of Manshaka, teaching Vel how to deal with con artists, thieves, and general scum without getting ripped off or particularly deaded. In turn, Vel provided some much-needed guidance to the impulsive thief, keeping her out of the worst of trouble, and defending her from inevitable retribution when she couldn't do the former.

Ley-Nee is an invaluable asset to Vel's team. Her preternatural senses can detect traps no one else can even see. She can pick the codpiece off a guardsman and plant it in a pasha's wife's bureau with none the wiser. Oh, and did I mention she can shift entirely into a cat? She didn't know that either until a particularly sticky situation brought the ability out. Now, she finds it quite useful for vanishing after a particularly impulsive heist.

(In game terms: she's a rank 1 rogue-scoundrel with a fair amount of supernatural racial abilities)

Rei "Hanabi" Yunamitsu

Hailing from distant Kozakura, Rei is an adept at spiritual magic, conjuring all manner of interesting elemental creatures from realms most western mages don't know exist. She calls herself "shugenja", a sort of elementalist; in her case, the element she is most adept with is fire, for which she earned her nickname in her homeland, a word referring to alchemical explosives.

Rei is a bit of a free spirit, having never fit in much in her homeland, rich as it is with tradition, propriety, and, let's see--oh yeah, that part about how burning down your master's dojo is frowned upon. She managed to escape after the accident, stowing aboard a merchant ship captained by an elf of Evermeet, although she is still occasionally set upon by vengeful ninjas.

When Vel found her, she was knee-deep in debt to a local crimelord, who was promising to take their payment in a way she would surely find "enjoyable". She actually approached Vel, having heard of her reputation, and offered a reward (that she didn't have) in exchange for a bit of hired muscle to help her negotiations. It turned out she meant "negotiations" as in "burning down a casino and murdering dozens of thugs". Helpless to do anything but defend herself and the side she had evidently chosen, Vel aided her miraculous escape from the angry gang, and managed to keep her from spoiling their cover as they took refuge from the crimelord's agents.

Clearly, Rei was in need of some serious structure in her life. At first, Vel wanted to cut her loose and distance herself as much as possible, but Ley-Nee convinced her to try again, to harness her unique abilities for mutual gain. Vel managed to overpower Rei's will, just so, long enough to come up with a better plan. She visited the crimelord's many rivals, extracting promises of payment should she eliminate their competition. With all their retainers, she had enough cash to cover Rei's debt. They confronted the crimelord at his safehouse, and, a few dozen dead thugs later, offered him the debt, in exchange for clearing Rei's name and leaving town for good. She barely managed to stay Rei's wrath long enough for the scum to take the sweet deal while the getting was good and skedaddle. After Ley-Nee pilfered everything of value from the safehouse, Rei burned it to the ground, and they went to collect the rest of their pay...which of course the other crimelords were happy to pay, to avoid being the next one on their list.

Having learned some small measure of discipline from the much more collected Vel, Rei has found the strength to master her abilities beyond simply spraying fire everywhere. She has expanded her repertoire of summonable spirits, now boasting a small host of useful servants to fill any gaps in her party's skill base, in addition to her much more focused elemental talents. She has also found some solace in the simpler craft of clothwork, having originally been trained as a seamstress before her magical talent was discovered, and has learned to merge that craft with her magic, providing magically-enhanced clothing to her party, and of course accounting for her intricately-embroided silken kimonos, in which she is always seen.

(In game terms: she is a rank 1 warlock, specializing in Infernal spells, with a strong eastern spell thematic)

Graa "Vice" Hok-brakka

Graa is a half-orc. Her last name means "Stonecrusher". She has a special way of punishing men who cross her. Now you can guess where she got the nickname "Vice".

Apart from being 6'7" and over 300 lbs, having slightly green skin, little tusks protruding from her lower jaw, and an ever-so-slightly piggy nose, Graa isn't half bad-looking, assuming you like women built like olympic wrestlers.

Graa's story begins in the utter north, in Icewind Dale, where she was the lone survivor of a raid on Lonelywood, the rest of her companions slaughtered by a small party of adventurers led by the infamous Drizzt Do'Urden. She was spared at the time for being a half-orc; he took pity on her, knowing how unpleasant her origin must have been. It may have helped that she was the only female amongst the raiders, and was, at the time, not much of a fighter herself, but full of spirit.

She ran from Icewind Dale, and more than a few more times found herself on the wrong end of justice. Each time, she managed to escape, eventually learning that not stealing food is a good way to make friends. Though she was feared and despised everywhere she went, she eventually learned to make do, traveling alone, with minimal possessions, battling the elements and beasts of the frozen north to make her way in life.

In time, she met a tribe of Uthgardt in the Evermoors, who took her in, despite her strangeness. They taught her their ways--she learned to understand the tongue of beasts, to bond with the earth itself, to learn from its wisdom, and live easily from its bounty in the harshest of places. But, sadly, it was not to last long; their tribe was soon devastated by a rival Uthgardt clan of savage lycanthropes, who converted all they could to their Malar-worshipping cult, and slew the rest. She barely escaped with her life.

And so the story continues, for perhaps an implausible number of iterations, until she finally arrives in the utter south. In Manshaka, she found herself amid unprecedented bigotry, and couldn't get so much as a rat-infestation job. Soon, she was penniless, enslaved, and forced to fight in the blood arenas to feed herself. It was there Vel spotted her, and, noting her tenacious combat prowess, and sympathizing for her condition, she purchased her at some cost from a local gambling baron--only possible after diminishing her value by defeating her, personally (with great difficulty) in single combat.

Since then, Graa has remained fiercely loyal to Vel--most likely, it has less to do with her technical ownership and more to do with her ability to take her in a fight.

Graa is a simple combatant, capable of wielding just about any weapon, but preferring a long-hafted axe. Nothing about her combat style could be described as "graceful" or even "practiced", but she makes up for it with tenacity, indomitable will, and a terrifying presence on the battlefield.

(In game terms, she's a rank 1 fighter/barbarian with a greataxe.)

Kysska

At first glance, the oddly-named Kysska is a slight, beautiful elven woman with striking violet eyes, carrying herself with an almost statuesque stillness. There is an odd rigidity to her delicate features which could not be mistaken for brittleness. She is soft of voice, yet in it she carries authority and wisdom beyond her years.

She is, in fact, Kysskaryndhavnknossryss, an amethyst dragon, particularly young for her kind, but not so young by the standards of even elves. In her past, the details of which she is not keen to share, she knew a life of quiet contemplation, and mastery of the mind; now, she wanders the earth, to experience it herself, to take it within her, and to know herself as a result. Or so she says.

She is a practitioner of the Invisible Art, particularly of the arts of force manipulation. This first became apparent to Vel when they met on the road: Kysska was traveling alone, and was accosted by highwaymen. She didn't seem to react with any of the usual emotions (or any at all, really), instead questioning the logic of the men, poking holes in their life decision, and generally flummoxing them. So entrapped were they by the debate that Vel's party soon caught up; in a fit of pique, the bandit leader attacked, and Vel braced for a battle...

Which was unnecessary, as the leader was soon catapulted 400 feet off his horse, landing on a sandy embankment with a loud squishing sound. Kysska had barely moved, only flickering a glance at him. The other bandits got the clue and high-tailed it out of there.

After their chance meeting, Vel and Kysska camped out for the night, the former finding the dragon a fascinating conversationalist, on subjects she found interesting at any rate. Confessing to having no particular direction to her wanderings, she agreed to come along with Vel, and has since lent her considerable knowledge and wisdom to their cause, not to mention her talent for healing injuries and catapulting bandits.

(In game terms: Kysska is a rank 1 psion/metamind, and also an amethyst dragon)

Rank 1 Missions

The Pasha's Dice

Pasha Azim yr Falan al-Kalaffeh, guildmaster of the Dye-makers, recently traveled to Manshaka to meet with a friend, Vizar Mohad el Fisar. There, they played a friendly dice game. Of course, the cheating Manshakan robbed him blind, but that isn't the issue. The problem is, his favored set of emerald-carved dice went missing, and he was too drunk to notice before he left! He would pay handsomely for the return of the dice, as they are uniquely lucky, far in excess of their material value.

  • Background: Manshaka is a dirty town, filled with thieves, swindlers, and con artists. It's also the worst slaving town in Calimshan; slaves are often bought solely to throw them into bloodsport matches for the amusement of the rich. And we're not talking trained gladiators here. Anyone who runs afoul of the authorities risks the same treatment--the power structure is thoroughly corrupt, so the rich do what they like with nigh-impunity.
  • Intel: Vizar Mohad is a wizard, though the extent of his power is unknown. It is known that he has a voracious appetite for magical lore (particularly the unsavory kinds), and spends every penny he squeezes from the local populace on his habit. Thus, it's quite likely he pawned the dice for cash to feed the beast. If you're lucky, the dice can be had at a pawn shop. If you're unlucky, they've been claimed by some rich noble, who would be unlikely to sell them back at any sort of reasonable price. Another possibility is that they've found their way into the underworld, and one of Manshaka's many, many thieves now prizes them as gambling instruments, and wouldn't be parted from them amicably.
  • Yield: The pasha will pay you 150 gp on receipt of the dice. He'd be glad to pay in fine dyes, if you'd prefer.
  • Operation Cost: Your mercenaries need about 10 gp for travel expenses, and a purse of 50 gp ought to compensate them nicely for their efforts. You may want to give them a deposit of up to 40 gp for incidental expenses (like buying the dice from a pawn shop, springing a friend from jail, etc). Total cost: 100 gp.
  • Risk: Moderate. The city is filled with thieves who would gladly steal the dice, possibly killing your mercenaries in the process. It's possible they'll run afoul of a nobleman, who will have resources at his disposal to make their lives miserable.

Stay of Execution

Tahyr yn Ralan el Pesarkhal, Sultan of Hook Ward, is an honest man, as capable an administrator as he is a naval commander. He has never been known to consort with unsavory types, and is in fact an outspoken critic of political corruption on every level of government. So it garnered some surprise when he intervened in the Syl-Pasha's justice, asking for an opportunity to prove the innocence of a personal friend, Mahar yn Bahlan el-Fennir, who was otherwise found guilty of piracy and sentenced to immediate execution.

Tahyr claims his friend is innocent, and was framed by Rundeen agents. The syl-pasha, as a personal favor, has extended him a brief window in which to prove his friend's innocence in the matter. He has sent many agents to acquire this proof, but has been thwarted by the Rundeen in every case.

He heard your name when asking around for anyone with experience dealing with the Rundeen. You come highly recommended, albeit with a few degrees of separation.

He believes the Rundeen pirates who framed his friend, an innocent merchant captain, are based in one of the small islands of the Shining Sea. He has a few good leads on which one. If your agents can find them, they can either find some material evidence proving their means and motive, or they can simply drag the pirate captain back for a confession.

  • Intel: You don't have much intel on the Rundeen personally, but Eldain can fill you in. They are in the habit of piracy, of course. Their pirates would generally be low on the totem pole. If this really was a frame job, it was probably orchestrated by a rival merchant to discredit his competitor--that wouldn't be at all out of character. If you could figure out which, there might be a bonus in it.
  • Yield: The sultan will pay you 250 gp on receipt of adequate proof, and/or delivery of the pirates responsible.
  • Operation Cost: Your mercenaries need about 50 gp to rent out an adequate, trustworthy ship to reach the island. This mission warrants hazard pay, totaling 100 gp for their personal compensation. Total cost: 150 gp.
  • Risk: High. Assuming they find the pirates, your maidens will likely be outnumbered, so they'll have to rely on wit and guile. If that fails, they have a tough fight ahead of them. Fighting on a remote island makes it entirely possible you could lose the entire company if they screw up badly enough.

A Head of the Game

Necromancer Ghazzk el-Muzad, member in good standing of the Guild Arcane, wishes to hire adventurers for an extraordinary commission. He claims to have detailed maps and instructions to find the lost Tomb of Megharra the Incensed, an ancient fire sorceress from the Second Age of Calimshan. Legend has it that she was obsessed with achieving immortality, and as her old age approached, she secluded herself in a tower deep in the Calim Desert to permit uninterrupted study.

Per the same legend, a few decades later, desert nomads began to speak of a flaming skull which would fly through the desert, incinerating any in its path. No one knew what it wanted, they knew only to steer clear. The wizards of Calimshan interpreted their tales to mean that Megharra had found immortality of sorts, in a strange form of undeath which locked her in her own disembodied skull, driving her mad in the process.

Of course, since no one has seriously claimed to have seen the skull in thousands of years, everyone assumes it was either just a fanciful tale of days' past, or she realy did exist, but expired long ago. However, Ghazzk claims to have figured out the spell she used--and though he isn't fool enough to try it himself, he can parlay that knowledge into determining that her magic has long faded, but has left behind a charred, black skull which would be worth a fortune as a necromantic spell component. In theory, any wards she put up have long since lost their edge, and even the hardiest of necromantic or construct guardians (which she wouldn't have been any good at making anyway) would be long destroyed by the ravages of time.

Despite his assurances of ease, no one has yet taken up his offer. Will you?

  • Intel: Ghazzk el-Muzad has a number of strikes against him. A: he's a necromancer. B: he's a drow. C: he grew up in the Muzad (but then, that's obvious, given B). However, for all that, he's a straight-shooter, described by those few he consorts with as exceptionally level-headed. He is not undead, and in fact has none of the trappings of a typical necromancer (no obvious undead servants, hasn't carved out his own eye to replace it with an undead one, has a fairly normal set of social skills, etc). He has never been known to pursue mad impulses, so there might be something to this mission. As to the Tomb itself, or its inhabitants...virtually no reliable information exists.
  • Yield: Ghazzk will pay 400 gp on receipt of the skull. Any other treasure found in the tomb is yours to keep (or, more likely, your mercenaries').
  • Operation Cost: Between hazard pay and traveling expenses, the mercenaries' cut will be 200 gp, plus of course any incidental treasure or loot (per normal).
  • Risk: Extreme. Simply traveling to the location poses many risks to all but the hardiest of travelers; the dunes of the Calim Desert are not forgiving. Assuming they find the tomb at all, they face who knows what kind of magical wards, guardians, traps, and of course the sorceress herself, if she isn't quite as dormant as Ghazzk claims. You yourself have seen plenty of ancient dungeons, and there is certainly such a thing as a ward, trap, or guardian built to last, despite the assurances of the necromancer.
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  • Rewards: Coming of Twilight, Interlude 1
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  • Session 1
  • Session 2
  • Session Five
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