D&D Style Quest: The Hatûk

Introduction

“Your exploits will be fraught with great fortune, joy, intense infatuation and love, terrible tragedy and even despair…”

        Prepare yourself for an adventure which will not be forgotten even by the dead and vanquished who perish within this tale. It is your duty to dispel evil from the world by realizing the hidden powers of the Hatûk, a magical relic last rumored to be in the hands of Aragat, the prince and sole heir to the Edithiaran throne. Once a flourishing empire that ruled the earth, it is now reduced to a pathetic shadow of its former glory. Your exploits will be fraught with great fortune, joy, intense infatuation and love, terrible tragedy and even despair. You will fight bloody battles, confront vile villains, encounter heroic champions of justice, and pursue romantic companions.

The Hatûk is an adventure fashioned in the style of a DUNGEONS & DRAGONS quest which takes place in Ashkhar on the continent of Arevmutk’. The following section titled ‘Adventure Background’ will delineate the circumstances relevant to the adventure as well as outline the timeline of the adventure in its entirety from chapter 1 to chapter 5. The ‘Adventure Background’ will be succeeded by the adventure itself, however only an excerpt (Chapter 1) of the adventure will be presented as this assignment only permits 4,500 - 5,500 words.

Adventure Background

Ashkhar is a fledgling world where the state of civilization remains precarious due to the existence of fierce tribes and factions that encroach on the wellbeing of the innocent and the unprotected. To the east of Arevmutk’ lies the continent of Arevelk’, to its north; Harav and to its south; Hyusis. Arevmutk’ is characterised by its diverse landscape and varying climate. 

In the southern region of Mût lies the seemingly endless dark shrouded Vtangavor forest of broad oak and tall pine where few wander for the legends of small folk from scattered neighboring farmstead and hamlets tell of the Tarber, strange uncanny creatures that inhabit the undergrowth. Few accounts of the Tarber exist for most who venture out from the protection of their homes and enter the mysterious untamed wilderness are never seen again. Yet people continue to enter the Vtangavor forest for it is known to beguile those who seek power. Legend holds that the Tarber were once men and women now mutated beyond recognition, cursed by the forest that they call home. The few who return from the depths of Vtangavor develop remarkable abilities manifested in strange mutations.

In the western region of Arevmutk’ called Mogût, vast expanses of pristine grass plains grow unhindered except by the beaches which border the Ovkianos Sea. Many farmsteads and towns flourish in this area and the people grow fat from the comfort and calm which is prevalent in Mogût. However, many centuries ago, at a time when magic dominated the world and Mogût was yet unsettled by common folk, The Necromancer Zoravor roamed these lands accompanied by his mighty pack of mongrel dogs. It is said that Zoravor first came to Mogût in search of solitude, for he was much disgruntled with society and desired peace above all else. Upon discovering the unsettled land he proceeded to established his dominion over it. However, he soon grew unhappy for he was lonely and longed for friendship. It is told in tales that not long after, completely by chance, Zoravor came across an abandoned litter of seven pups. He nurtured and cared for each one, granting them human intelligence and extraordinary power. From then on they were his constant companions and confidants. The pups quickly matured, each one possessing boundless strength and size equal to that of a horse. The skin beneath their fur, hard like the scales of a dragon, could not be penetrated even by a broadsword. Their claws sharp like steel and as tough as titanium could slice bone like butter. Yet they were gentle creatures unless provoked, and completely devoted to their master. In today’s mythology they are referred to as the Arraszur. Neither Zoravor or the Arraszur have been seen since the start of the Edithearan empire yet they have left behind a legacy. For countless wild mutts prowl the western territories of Mogût in large packs lead by enormous alpha dogs, presumably descendants of the Arraszur.

The eastern region of Arevmutk’, where the summers are scalding hot and dry and the winters are bitter cold, is called Ardzan predominantly occupied by the Khelats’i. The Khelats’i are a discrete people, who formed the city-state of Khel years ago before the birth of the Edithearan Empire. To this day little is known of the Khelats’i who scrupulously restrict information regarding their culture and their activities. Their immediate neighbors to the west, the citizens of Arevmutk’ and across oceans, the surrounding kingdoms of Arevelk’, Harav and Hyusis rarely engage with the Khelats’i except sparingly in trade and diplomacy. The few emissaries and merchants who are let past the monolithic wall of Khel, which encircles the Kingdom from its northern coast to its southern coast, are only allowed highly censored experiences within the city state by the governing body. Nevertheless, stories of the Khelats’i do exist. It is largely accepted

that the Khelats’i are a technologically advanced society. Accordingly, the life expectancy of the Khelats’i far exceeds that of the common Ashkharian by many years, though the population never exceeds the state capacity due to a highly regulated rate of reproduction. Weapons manufactured by the Khelats’i are far superior to any other and highly coveted by all outsiders. Many of the emperors and lords of the Edithearan Empire possessed priceless custom made weapons forged by the Khelats’i. The Khelats’i have the means to dominate all of Ashkhar though it seems they are content to simply remain within the confines of their walls, ignorant of all outside events good or bad.

In Northern Arevmutk’ is the wintry region of Metz where vast mountains as wide as they are tall sprout across the land. At the base of these towering structures of jagged rock reside fierce tribes, amongst them the despicable Davachan Takank. They were a barbaric brood, a band of rapists and pillagers with no women of their own except the ones they took captive from conquered enemies. With little culture and an immense propensity for war. Since the frigid region, characterised by its rugged terrain, yields little in terms of crops, the people of these lands select swords and spears over scythes; pitchforks, plows and rakes are relinquished for other tools of a more nefarious nature. In the early years of the Edithearan Empire the Davachan Takank had few aspirations and were simply content to live as marauders. They plundered and sacked vulnerable nearby settlements to the south in search of wealth and glory praying on the weak and domesticated who were not trained in the art of combat. However, in the 11th century as their numbers grew the raids became more frequent. Whole communities were destroyed and fewer folk chose to inhabit the northern lands close to Metz. Men, women and their families chose to migrate south in search of salvation from the ruthless Davachan Takank at whose hands they had suffered enough. However, they could not escape the Davachan Takank who were in search of sustenance, the kind that only civilization could provide for such savage stock. Towards the end of the 11th century the Davachan Takank, a once undisciplined band of looters and miscreants, had become a powerful organized army lead by Vishap - Meratz, a fierce Warlord whose name was on the tongues of all within the Edithiaran realm.

In central Arevmutk’ is the region of Edithiar with its countless chasms and canyons, and its sweeping hills and hidden unspoiled valleys lush with vegetation and beauty. This is where Arraj, the founder of the Edithiaran Empire, first settled.

“Arevmutk’ is characterised by its diverse landscape and varying climate.”

“Their claws sharp like steel and as tough as titanium could slice bone like butter.”

“Men, women and their families chose to migrate south in search of salvation from the ruthless Davachan Takank at whose hands they had suffered enough.”

The Edithiar

“The Edithiaran Empire prospered for almost a century, until the Davachan Takank came.”

      In 1080 when The Edithiaran Empire was at the peak of its power; when it had reached the furthest expanses of the globe, no one had dared oppose Emperor Gargan and his powerful armies. The Kingdom was first established by Arraj, an orphan boy cast out of his home and declared a bastard child. The neglect he suffered at the hands of his former family engendered in him a proclivity for independence. He sought solitude, actively avoiding large towns and settlements. In his quest for autonomy he wandered the land aimlessly, lost for many years until one day when he came upon a secluded canyon. There, over two hundred years ago in the 9th century, he built a fort. Other lost soles were drawn to this place, and the humble domicile gradually became an impressive stronghold called Yeraznavir. Yeraznavir became the capital of the Edithearan Empire.

It was Gargan’s father, Dorek, who quelled the rage of war which had seized the earth and subdued everyone in opposition to his reign. The Edithiaran Empire prospered for almost a century, until the Davachan Takank came. They set about reaping terror starting at the farthest outreaches of the Edithiarin Empire and eventually creeping into the kingdom of peace which the Edithiarins had created. In 1099 the Davachan Takank under the command of Vishap - Meratz sacked Yeraznavir and toppled Gargan’s reign, marking the end of all the power which the Edithiarans had once possessed. Of Gargan’s kin only Aragat, his son is known to have survived. When he fled the capital he took with him the Hatuk, a magical relic with great power. It was given to him by his father, now deceased, without any instruction except to keep it safe, away from the hands of the Davachan Takank.

The Hatûk

“The Hatûk is wrought from wood, though dull and dark, it is by no means ordinary. Its weight is more reflective of solid stone and its color is that of obsidian.”

      The Hatûk was gifted to Arraj, the first of the Edithiaran, by Ynker, lord of the Wizards. Arraj had offered asylum to Ynker Asylum at a time when evil factions of men wished to see magic extinguished from the world forever since in previous years an increasing number of people had begun to deem magic as a threat to human dominance. As prejudice against supernatural beings gradually increased, a decline in the demographic of wizards in society became apparent as many wizards fled, and dispersed themselves across the world for fear that living together in large numbers would attract a greater amount of unwelcome hostile attention. Therefore, it will not come as a surprise that magic was not so abundant in the world as it once had been since the population of magical beings dwindled with every passing day. Ynker came to Arraj seeking refuge from The Mardaspan, an infamous band of men hellbent on eliminating magic from their world. In this moment Ynker was alone and vulnerable, yet Arraj displayed a great capacity for clemency by aiding Ynker and sheltering him from imminent danger and possible death. Ynker communicated his considerable gratitude by proffering the Hatûk as a token and symbol of the amity and goodwill granted him by Arraj. The Hatûk holds unbound magical power capable of creating powerful unions. Whoever wields the Hatûk with altruistic intention shall find friends and allies in every corner of the world. It was the emblem of the Edithiaran royal family and the source of the Edithiaran’s successful reign and great Empire.

The Hatûk is wrought from wood, though dull and dark, it is by no means ordinary. Its weight is more reflective of solid stone and its color is that of obsidian. The tree it was wrought from is no longer in existence. Indeed, there had only been one from the very beginning of written history, now long dead. The Kyank tree, for that is what it was called, grew in Arevelk’, to the east many miles from any known civilization in a place called Tsnundt. At the start of all things Tsnundt was the locus for the birth of dragons, wizards, elves, dwarves, and all things magic. This included all the magical relics and artifacts of Ashkhar which originated in this place. Few artifacts from this time remain, for through the turning of years most have been extirpated by the likes of the Mardaspan or lost during great battles responsible for deciding the fate of millions. The shape of the Hatûk is symmetrical and flat. Lining the wood is a thin layer of gold wrapped by thick platinum. The chain that holds it is a simple yet masterfully forged silver. The Davachan Takank knew of the Hatûk and of the power which it possessed. During the sacking of Yeraznavir, an elite team of Davachan Takank handpicked by Vishap - Meratz was tasked with locating and destroying the Hatûk, for Vishap - Meratz new of the threat that the Hatûk posed to his supremacy. Fortunately, despite Aragat’s profound objections, Gargan forced his son to escape the site of their crumbling empire

The Forgotten King

Aragat and two knights travel the land avoiding attention and waiting for the right time to amass an army. Aragat, son of Gargan, the late king of the Edithiar is in his mid forties but could easily be mistaken for a man of much older age. He carries himself well but his brow is wrinkled and his face is scarred from battle. He emanates wisdom and power, magnified by his six foot long broadsword and his red cape which billows behind him in the breeze. His armour glistens when marked by the sun. Engraved on his breastplate in gold is a black stallion rearing on its hind legs. Aragat has not let the Hatuk more than an arm's length from his body these fifteen years that he has been on the road. It hangs at his belt swaying up and down, back and forth, as his destrier navigates the terrain.

It has been fifteen years since last Aragat saw the Capital from whence he fled with such haste at the coming of the Davachan Takank. Word had reached him of his former home; from quiet conversations in the corner rooms of inns, loud foolish debating of drunken townsfolk and on the busier roads when talk of things from around the world could be overheard. Presently, anyone of Edithiaran royal blood is marked for death by the Davachan Takank who wish to see all remaining opposition to their rule extinguished. Aragat and his companions are not only avoiding the Davachan Takank but countless bounty hunters as well for they each have large prices on their heads. The Edithiaran citizens, though governed by the Davachan Takank since the invasion, have remained faithful to the Edithiaran royal line and lately along the roads there has been talk of revolt against the Davachan Takank. Aragat senses that his time to come out of hiding is fast approaching and so a month prior he directed his travels towards where he hoped he could find those willing to form an army to oppose the Davachan Takank’s rule. Now Aragat can not be sure that there will still be people who wish to see his return to the throne, but he hopes that with the Hatuk he will be able to amass armies in support of him to help rebuild the formerly glorious Edithiaran kingdom.

THE ADVENTURE BEGINS

THE ADVENTURE BEGINS

Adventure Synopsis

Chapter I

        Chapter 1 begins as the adventurers walk a path through Hogh, a western province of Mût. The adventurers have heard through rumors relayed to them by travellers on roads, and friends of the old Empire in corner rooms of quiet inns that Aragat has passed through not long ago and that he may still be stationed in a nearby town called Gedín. Upon arriving at the town the adventurers see signs of a skirmish. At first glance, the town seems near deserted for most locals are hidden in their homes, but further investigation leads to the discovery of enemy Davachan Takank encamped in a number of buildings within Gedín. The adventurers ascertain through questioning a captive member of the Davachan Takank by the name of Mogrul, that his band of Davachan Takank bounty hunters, disguised as friends of the old empire, had deceived common folk and acquired information as to the whereabouts of Aragat. They had found Aragat at which point swords were unsheathed and wielded. Outnumbered, Aragat and his men had fled towards the Vtangavor Forest on horseback, chased by some of the Davachan Takank while the remaining Davachan Takank stayed in the town waiting for their compatriots. After liberating Gedín of all the remaining Davachan Takank, the adventurers depart towards Vtangavor forest in search of Aragat and the Davachan Takank who are in pursuit of him.

Chapter II

        In chapter 2 the adventurers follow hoofprints to the edge of the forest where they find signs suggesting Aragat fled past the tree line into Vtangavor forest followed closely by the Davachan Takank. If the adventurers decide to enter the forest despite the danger they know they will be putting themselves into, they will notice a trail of blood on the forest floor. They follow the blood trail which eventually leads them to a dying, transfigured creature of a variety completely undocumented and unknown to them. It seems humanoid and yet it has sickly florescent colored skin like that of a poison frog. The adventurers do not linger long for an intolerable vile stench wafts from the dead carcass. They continue to track Aragat and his pursuers by following footprints, disturbed foliage and more blood. The adventurers closely follow Aragat’s trail which eventually leads out of the forest two miles north of where they entered it. Twenty yards away they site Aragat, who is held captive by injured Davachan Takank (The number of Davachan Takank guarding Aragat is two times that of the number of adventurers). The rest of the bounty hunters are all slain, piled up and burning. The adventurers ambush the Davachan Takank and free Aragat. Aragat is eternally grateful and proposes that the adventurers aid him in his quest to gather a large army, using the powers of the Hatuk to oppose and overthrow the Davachan Takank who now occupy the ruins of the once wondrous Edithiarin capital of Yeraznavir. The same outcome will be reached if the adventurers choose to circumvent the periphery of the forest. The distinction between the two choices is that adventurers who entered the forest during the course of the quest will begin to experience a transformation of body chemistry (In chapter 3) not unlike those creatures in the forest, though subtler and less extreme. This is due to the short duration of time during which the adventurers were exposed to the forest’s climate (Any mortal who remains within the forest in excess of 24 hours will cease to be human).

Chapter III

        In chapter 3 the adventurers travel further west with Aragat entering Mogût where they make camp outside the perimeter of one of the larger cities of the region called Shoonzav. The next day the adventurers are disturbed to wakefulness by a pack of wild dogs that have surrounded the camp completely. Towering over all the other dogs is an Arraszur. If the adventurers resort to violence they will receive grevious wounds in their efforts to overcome the wild animals. They narrowly avoid death and retreat to Shoonzav where they are able to regroup and recruit men for their planned assault of Yeraznavir. If the adventurers choose to avoid aggression they are not harmed and the Arraszur speaks to them stating that he has sought them out for he hears of the affairs of men in the world and hopes to help Aragat defeat the Davachan Takank. The Arraszur continues that Ashkhar is in a dismal state and if left to the rule of the Davachan Takank all creatures will be in danger of domination and destruction, therefore he wishes to offer his support to Arragat in reclaiming his lost empire. The adventurers, now escorted by the Arraszur’s pack, proceed to Shoonzav where they begin to raise an army.

Chapter IV

        In chapter 4 the adventurers cut across the lands in central Arevmutk’ which have been ravaged by the Davachan Takank. Their intended destination is the city-state of Khel where they hope to convince the Khelats’i to aid them in their quest to overthrow the Davachan Takanks’ dominion over this land which was once the heart of the Edithiaran Empire. On their way to Khel they avoid bands of Davachan Takank search parties on the hunt for Aragat. Upon arriving at Khel they breach the city-state’s walls using the powers of the Hatûk to bribe the watchmen on guard. On their way to the capital of Khel, Imastun, the adventurers are ambushed by men of Ch’aragorts, an evil Khelats’i political party supportive of the Davachan Takank and advocates of governing all of Ashkhar through an alliance between the Khelats’i and the Davachan Takank. The adventurers overcome the onslaught and continue on towards the capital where they are escorted into the palace by armed guards. The head of state receives the adventurers who make an appeal for a union between the Khelats’i and Aragat. The head of state is persuaded by Aragat and the adventurers and pledges his support and his armies in the fight against the Davaschan Takank. Having amassed a horde capable of opposing the Davachan Takank, the adventurers set off in the direction of Yeraznavir where they know a great battle awaits them.

Chapter V

        In chapter 5 the adventurer’s storm the gates of Yeraznavir with Aragat and the army they have gathered. However, they are still outnumbered. The Davachan Takank capitalize on their advantage and swarm Aragat’s men. The adventurers, along with Aragat, circumvent the primary place of conflict, flanking the enemy army. The adventurers successfully wreak havoc on the enemy back line and breach the protective guard around Vishap Meratz, killing the warlord where he stands. If the adventurers did not gain the support of Arraszur and his pack Aragat dies during the final phase of the battle due to the lack of additional support that the dogs would have provided. Nevertheless, the Davachan Takank are defeated and peace returns to the previously perilous land. A benevolent Khelats’i noble is appointed dominion over the land Aragat hands the Hatuk over to the adventurers stating, ‘you are worthy of safeguarding it. Continue my mission, spread peace and unity across Ashkhar in my name.’ If the adventurers successfully allied with Arraszur and his pack in Chapter 3 Aragat survives the battle because of the additional aid that Arraszur and his pack would have provided. After the conflict Aragat reclaims the capital of the fallen Edithiaran Empire and ascends the throne. Aragat rewards the adventurers, whose names are now famous throughout the land as those of heroes, with treasures of immeasurable worth. In addition, Aragat gifts them the Hatûk which the adventurers use to continue to help Aragat reestablish the Edithiaran Empire and return peace to Arevmuk’ and its neighboring lands.

Chapter 1

THE LOST KING

When the adventurers are ready read the following highlighted paragraph to them: 

When the adventurers arrive at the locations below, read the location descriptions.

Outer Gate

The western outer gate is wide open and the town watchmen are nowhere to be seen. The gate is simple, characteristic of this type of town. While a large city might have walls from thirty to forty feet tall built of sound stone and cement, it would be excessive and wasteful if such a wall were built for a town like Gedín. Consequently, Gedín’s gate is barely ten feet tall, made of wooden stakes which have seen many years and are nearly rotting. The ground at the entrance of the gate is dirt, well trodden and littered with footprints, some of which seem rather recent. Near the gate large drag marks in the mud lead towards the watchtower.

Watchtower

Inside the watchtower are a dozen watchmen clothed in chainmail and wearing standard steel helms and longswords; some equipped with bows and arrows, lie murdered, stacked on top of each other in a heap. Four armed Davachan Takank occupy the room, all alive and arguing over loot stolen from the dispatched watchmen. Some gold coins, some silver, handfuls of copper coins and miscellaneous personal items are all scattered across a large wooden table. The Davachan Takank are all hunched over the table with their backs turned to the doorway. The door, which is slightly ajar, is made of wood with a circular metal handle. Outside the room directly parallel to the door is a staircase which leads down to the ground floor. The foundation of the watchtower is made of stone but the rest is constructed simply from strong oak planks.

Woodcreek Pub

The Woodcreek Pub is the liveliest of establishments on weekends and even on most weekdays when tired travellers and townsfolk trudge towards its broad timber door like animals to a watering hole after a long day's work. Aside from its thatched roof of hay the pub is constructed entirely from wood. The inside is no different. The chairs, the tables, the bar, are all made of dark polished mahogany. The single exception is the steel safe located behind the bar to which only the owner Jarl has the keys. Glasses are left half drunk on tables throughout the establishment. On the worn wood floors covered with sawdust more glasses lie fallen on their sides with spilled liquids leaking through the cracks between the floorboards. A few of the chairs and tables have been overturned as well suggesting that not long ago many people frantically stormed out of the pub.

Sweet Stone Inn

Two Davachan Takank soldiers by the name of Mogrul and Tamark loiter inside the Sweet Stone Inn. They each hold large pints of ale filled to the brim and it seems that they have already consumed a great deal for they stumble around sluggishly singing songs together. The one called Mogrul seems to be the commanding officer. His armor gleams bright, unmarked by blood or signs of wear. What seems to be a map of some sort protrudes from his pocket, and from his belt hangs a pouch full of coin. Both Davachan Takank are completely negligent of their duties and carelessly inattentive of their surroundings. Aside from these two drunkards, the Inn itself is deserted. The owner is nowhere to be seen, most likely he fled at the sight of the Davachan Takank, and all the customers are long gone as well. The Inn itself is made mostly of Granite stone mined from the nearby query. The inn is three floors tall and its oaken roof is thatched with straw. The large pine wood doors are ajar and the sound of Mogrul and Tamarks singing echoes out from the establishment.

Town Square

The town square is located at the center of town directly in front of the town church. It’s a rather large square for a town of its size and could easily occupy two hundred people. A number of dead bodies, all Davachan Takank, are sprawled in frozen agony across the ground, with their blood spilled on the cobblestones of the square. Three Davachan Takank, Kafal, Kalafah, and Halafk, all brothers, pace the perimeter of the square, periodically stopping to retrieve valuable paraphernalia from their fallen comrades. All three brothers carry daggers at their hips. Their garb is simple cloth and leather suitable for riding but not ideal in combat. A stray dog lurks in the shadows of the surrounding buildings and will growl if it hears any disturbances.

The church is quite modest, one story tall and built completely of timber, although to the great pride of many of the villagers, especially to those more religiously inclined, it has three stained glass windows recently commissioned by the bishop of the town. Inside, it has been completely ransacked. Candles are strewn throughout the interior of the church and splintered wood from split chests speckles the floor. In a large heap at the center of the church are a variety of church relics and miscellaneous items deemed undesirable by the Davachan Takank. All the chests and drawers have been completely cleansed of riches though a few dropped coins remain.

Church

Jeshan Farm

The Jeshan farm is located a mile outside the eastern wall of the town of Gedín. The predominant crop that grows here is corn though there is a small vegetable garden which Juanine, the farmer’s wife, maintains. The Jeshan family lives in a small one story three bedroom farmhouse. All five family members, husband, wife, son, and two daughters, are in the living room. The husband, Nomlan, guards the door holding an old rusty sword in his right hand - though it is evident based on his stance that he has never had to wield it - while the rest of his family anxiously stares out the window for signs of more intruders. Their crops have been ruined, trampled by horses whose tracks lead towards the Vtangavor forest.

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