THE LAIRS OF THE COUNCIL OF SAGES 4: BRYONA'S LAIR

 


Hook: Bridge Town has grown in prominance on the frontier of Calibor next to The Wilderness. The Erämi, though they are reluctant to claim full alliance with anyone, have honoured the agreement put forth in The League of Four Crowns, which includes the Caliphate of Asham, Calibor, the tribal lands of Antŵra, and the wild Erämi. The elves stayed away from any agreements, remaining in the depths of their wild forests, but, it was guaranteed, if the need were great enough, the elves would emerge to defend the lands from aggression. They needed no binding terms to know what was right, much as the Erämi claim. The mountain gnomes also remain hidden away, save for rare instances when they emerge to travel the lands to gather greater knowledge of the world to use in their making. The League agreement has proven to be a good failsafe against the forces of evil, as Xoár and the Strixians have continued to prove troublesome, but, manageable. Enough of a threat to remain watchful... The Marcher Lords, Taryŵnish purists responsible for watching the thin western border of Calibor, have been left to their own wild devices building fortified villages along the frontier to keep watch on any invading forces and to indulge their own civil strife between clans. The Crown simply requires them to assemble and answer its call, during times of war and great need. The northern clans living in the Marcher Wolds and southern Hundred-Headed Mountains, are lesser royalty, marcher lords, knights, lesser chieftains and governors, in charge of fortified villages on the frontier. The southern clans, two larger political entities, The March of Tŵrk, and the March of Mabinŵg, are ruled by marks, a title equivalent to Lumenorian princes (minor nobles and military commanders), or Caliborian lords, or chieftains. The Lumenorian purists rule militarised mercenary units as tacticians and mercenary princes, who make their money as guards and leaders hired to lead as generals, specialised foot soldiers, and elite cavalry in times of war. It is by this uncertain backdrop that the Mark of Mabinŵg, Bryŵn, has grown increasingly suspicious of one of the local wizards, Lŵgon, upon hearing rumours of his gathering forces in The Wilderness, and finding evidence of those same forces ambushing caravans on the roads. It may be that he is planning a coup. The Mark has sent word throughout town that he desires a group of individuals go to Lŵgon's lair, find him, and bring him back to Bridge Town for questioning, and, if he does not wish to return, they are permitted to deal with him, as they please. Any goods stolen from local craftsmen are to be returned, should anything be found.

Details: Bryona lives in the marshy Land of Orgmór, a drowned landscape where death rules. Large insects, leeches, large, carnivorous frogs, the wandering dead. Bryona built her complex here using the services of the tireless undead that dwell in the soggy terrain.

The Land of Orgmór bears the mark of Strixa. It was the site of an ancient battle during the last days of The Apocalypse. The people there were mostly Taryŵnish farmers. They stood their ground, well, but, as a last vile act, the Strixian priest in charge of the forces of evil put an end to the resistance by calling upon Strixa, herself, and willing the land to rebel against the people who lived there. It drank their farms, and their livestock, and finally, their lives. They all now wander as undead relics of a dark time. A reminder of the power of Strixa and her servants. Bryona draws on its power and nearness to death to enhance her own. Her magic ensures she is immune to the marsh's draining effect, which draws off the life force, eventually kills its victim, and then brings the dead back to life as mindless automatons who hate all living things.

Bryona has gathered to herself the bodies of some of the undead in the marsh, and actively experiments upon the bodies (both living and deceased) her servants bring her. She has them rob local grave yards and tombs. No living beings serve the wizard. She only enlists the help of those passed on, and doesn't trust the living, at all. The fact she is engaged in the Council, in any way, is far outside her character, but, she feels she owes Uronos. He took her in when no one else would. She was a morbid child, and often seemed strange and unusual to those around her. From a superstitious and traditional Taryŵnish village, there was no room for a curious, brooding youth fascinated by death. She sought the master wizard, after learning where he lived. At first, she was a good person, and full of light-hearted vigour, especially after becoming an apprentice where she could feel like her interests could be indulged, and, indeed, smiled upon, by someone... But, over time, the became more and more reclusive, spending more and more time with the dead than the living. She doesn't have grand designs. She prefers to work alone, and see the fruits of her labour, but, it is difficult to come by specimens without interfering with the living, and bothering the local villagers, which draws unwanted attention. Uronos has promised the Taryŵnish woman a powerful place where she can set the rules, where she can find as many specimens as she wishes, and the people will have to listen to her, for a change. She longs for the day she can run her own domain, policed by the walking, restless dead beholden only to her... She doesn't care about politics. She wants power and freedom perform her experiments, alone. Bryona wears black and white robes. A long white gown under a long, black robe with a wide hood embroidered with runes along the hem.

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