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The party continues their trek north. They travel for another two days before the next significant encounter. Its possible they encounter other monsters and have other fights. Make sure the players are keeping track of their supplies, especially the antidote. Soon, they will be coming up on the Old Wall, which is a significant encounter and also makes the half way point for the journey.
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The party continues into the hilly region. Up on a hill, the party sees a banner fluttering in the breeze, erected on a wooden pole. If they go investigate, they find that the banner and the pole are a marker... marking the location of something which is obviously and clearly buried at the base of the pole. If they dig it up, they find a large clay pot.
Inside the pot are the following items:
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On or around the seventh day, the party will come across the Old Wall. The party has been told that they would encounter this... it is the first Great Wall that was built by the nation of Chaddamar long ago. This wall was overrun by the Horde long ago. It is now a ruin.
For full details on the history of these two Walls and Chaddamar, see the nation of Chaddamar.
Since much of the Old Wall has collapses, only sections remain... dotting the land like a series of ruins in a long line that stretch from horizon to horizon. Most of the sections that are still standing are guard towers. These huge fort like structures were paired and spaced about one mile apart. Between the guard forts, only fragments of stone remain.
No matter where they choose to cross, you can use the following information. This assumes they are looking at the ruins from about a half mile away.
The section of the Wall they see before them is a veritable fortress. Two great squat rectangular towers face each other. Each is several stories high. They can see several desolation wights moving around the wastes and ruins here.
If the players employ some kind of divination magic, they may be able to tell that the fortress on the level is filled with several hundred desolation wights, especially in the lower levels and catacombs.
The fortress on the right is filled with a humanoid species that the players do not recognize. This humanoid species is phanglir, a large warrior race somewhat distantly related to orcs and ogres. The phanglir are one of two indigenous races n the Desolation. They are the descendents of the humanoid races of the region. They are not necessarily an evil race. It's possible the players could ally with the phanglir.
Now the players have several options... they could try to get past the fortress without engaging either group and continue on their way. If they try to get past the Wall, they will be attacked by desolation wights. If this happens, the phanglir will come out and fight the wights from the battlements of their fortress, firing arrows and dragonmaw cannons into the groups of wights below. In other words, the phanglir will try to assist the players.
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If the players try to make contact with the phanglir, they may do so. The phanglir speak their own language and a couple of them speak Chaddamarian, though not very well. The players can ally with the phanglir. If the players do not appear to be a threat, the phanglir will allow them into their fortress.
“We are Phanglir, Horath Clan.“
Key Characters Among the Phanglir
Kaylek : Commander General of this clan. Kaylek seeks every advantage for his clan. Kaylek will order that the players be treated as guests, but he is hoping they have good stuff to trade, news from Chaddamar and anything else that might make their visit valuable to him.
Mesali : Shaman, scribe, historian, ritual master. Can copy the map. Mesali is an old phanglir, a bit creepy and keeps to himself. Mutters to himself in strange languages. Seems to dislike the players, but won't admit it and will do what the commander tells him to.
Torg : The liaison assigned to talk to the players. Speaks Chaddamarian. Generally, Torg is the one who will be talking to the players on behalf of the phanglir. He is generally friendly and likeable.
Kovor: The phanglir scout and guide. He knows the northlands well. If the players want a guide, Kovor could be sent with them north to help them get to the ruins of Shidar.
General Overview of the Phanglir
A race of beastial humanoids who are
native to the Desolation, much like the Omarin. But where as the Omarin are the
descendants of humans, the phanglir are the descendants of the humanoid and
giant tribes that lived on the peninsula centuries ago. Like the Omarin, the
phanglir are immune to the Desolation virus. This tribe of phanglir have taken
over this Old Wall Garrison. Their shaman has detected a powerful magical field
in the bowels of this fortress. The chieftain wants it.
The Fortress
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Dungeon |
Guards on duty. also, duthelm equipment is stacked up here. Blood Reavers, duthelm chest plates, cloaks, etc. |
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Prison Cells |
5 phanglir, 20 wights, 3 omarin, 2 Duthelm humans. One is alive and well. One, the officer, is dying quickly of poison. There is also a third, but he died. |
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Armoury |
Ancient. Rusting blades. Over 1500 years old. |
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Guard Hall |
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Main Tunnel Guard Hall |
Doors are barricaded. Guards on duty |
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Storage |
Grain silo with rotted grain |
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Lower Entry Way |
A pair of large steel doors. Rusted. Locked with a complex locking mechanism. This was the main way into the lower level |
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Shaman’s Chamber |
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Chieftain’s Chamber |
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The Stable |
They have twelve wolf-elk striders. Saddles, bits, bridles, etc. |
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The Kennel |
They have an acidjaw chained up. |
While the players are visiting the Phanglir fortress, they are treated as guests. They have the opportunity to rest, sleep, eat and bathe. Also, they have the chance to TRADE with the Phanglir. The Phanglir have tons of supplies, food, etc. They also have weapons, armor and MAGIC ITEMS. This might be an opportunity for the players to upgrade weapons and armor.
While visiting the Phanglir, the players will notice that the phanglir are preparing for battle. They are forging weapons, repairing armor, reinforcing the structure of the walls and towers, reinforcing the doors and manufacturing tons of gunpowder. They are also manufacturing a variety of rocketry weaponry. All of Chaddamarian design. They are getting ready for the Horde. Play this up. Make the party really FEAR the Horde.
The characters will notice all this military preparation. They will hear the forges and the ringing of blacksmiths hammers. They will see many phanglir warriors in the common room repairing armor and sharpening blades. They will hear the occasional dull boom of an explosion which shakes the floor. If they ask, they are told that the phanglir wizards are busy preparing more “fire powder”. They have a firepowder room downstairs for testing weaponry and armor. The same black powder used in the dragonmaw cannons and fire arrows. They have dragonmaw cannons (shoulder fired rockets), full sized cannons (traditional cannons with cannonballs), exploding archer’s arrows (powder filled glass heads light on the outside with oil - Rothgar should love that) and firebombs (powder filled barrels lit and hurled by catapult).
Have a scout come back reporting a Horde is coming. A “small one”. About 700 creatures. The Phanglir can tell the players that the Horde creatures wake up at different times, but all generally within about 3 weeks. The Horde creatures started waking up about 8-10 days ago. They will be in full force within another 10 days. Here’s the deal. The party can make it in 6 days if they take wolf-elk steeds. Meanwhile, groups of Hordelings are waking up and these Hordelings have an instinct to group together and travel together. Which is why you usually encounter them in small groups until the main bulk of them comes. The scout reports a small (800-1000 creates) group coming this way. Probably attracted to the garrison due to the smell of blood in the air, heat, light and sound.
The Phanglir have been fighting the Horde creatures for centuries. They KNOW how to fight these things. They can tell, at a glance, how many creatures are in a Horde. That’s how the scout knows that there are about 800 in the Horde that approaches. Also, the Desolation Wights are gathering for another push this evening!!!
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Below are a series of questions the players might ask of the phanglir and how the phanglir might respond:
1. Do they have any steeds they can loan/give/sell us?
We have 17 steeds currently. We will trade for them.
2. Can we come back?
Of course. You kill zombies well. We can always use good fighters.
3. Can they send a guide with us?
Yes, Kovor knows the northlands well.
4. Do they have a map of the area?
Yes, Mesali, our scribe, can make a copy for you.
5. We found the body of a blonde man... a native. What
details can they tell us about these blonde natives?
They are called the omarin and they dwell here in the Desolation as we do. Like
us, the omarin do what they have to to survive the horde season. We stand and
fight in ruined fortresses that we rebuild and maintain. We rely on the skill of
our crafts – stonecraft, metalwork, fire powder. The omarin… they run and hide.
They use their cloaks, they coat themselves in horde blood, they hide in caves.
This is our way. That is their way. They have no stone or metal craft. They are
primitive. They live off the land. I prefer our way. A hot meal, a roaring fire,
a warm bed.
6. What is the relationship between the two races?
Sometimes our northern brothers raid the omarin tribes, make war on them. But
we, southern phanglir generally let them be. Unless, they attack us. Like the
ones who are captive in our dungeon cells right now.
7. Why are these omarin imprisoned? If they are not
needed, can we have them as guides/ambassadors to the northern people?
They were caught stealing and tried to slit the throats of some of my men.
Although the head warrior that brought them back doesn’t like the omarin and I
think he exaggerates events. In any case, we will probably let them go after
this battle with the wights is finished. If you wish to take them, feel free to
do so.
8. We found a banner on a post with a cache of supplies
buried beneath it. What are these buried caches?
The caches are created by the omarin and contain emergency supplies should any
omarin be caught out in the open during Horde season. Some omarin tribes survive
the Horde by staying mobile and running from it. These caches prove invaluable
to them.
9. We found a red cloak on the body of an omarin and in one
of the caches. What is the significance of the red cloak?
The horde creatures cannot see the color red. It is not processed by their brain
and appears as a hole in their vision. They tend to ignore anything red. This
only works on the lower level (i.e. more stupid and more common) varieties of
Horde creatures. The smarter, higher "ranking" Horde creatures CAN see red and
are not fooled by the cloaks.
10. We found the internal organ of some animal preserved in
crude seashell container. What is this organ?
The heart of one of the larger horde creatures. If you coat yourself in
Hordeling blood, you will smell like one of them and, combined with the red
cloak, you will not be attacked by the lower order Horde creatures.
11. What other dangers are there and what do they do
about them?
I am unfamiliar with the far northlands. There is a giant that lives 20 miles to
the northwest. He sometimes comes down to this wall and smashes and carries the
stones and bricks back to his home. He is fashioning a great stone house. You
will likely see his stone house at a distance. I would advise you give him a
wide berth. We have not yet decided how to deal with him. As of yet, he has not
attacked this garrison. Though he does occasionally feed on the wights.
12. Have you seen any other groups pass north
recently... perhaps a group of armored warriors?
Yes, some of my men encountered a group of armored knights who spoke a strange
language. There was a battle and both sides lost several men. We managed to
claim the armor and weapons from some of their fallen soldiers, but the bulk of
that group went north. They were good fighters and formidable opponents.
13. Do you have any weapons or magic items you would be
willing to sell/part with?
You wish to trade? Excellent! Of course! Let us have a proper trade. I will
inform my men and we will have a proper trade meet. This is something phanglir
tribes do when they meet. I see that in trade you are a civilized people. This
is good. I will tell my men. We trade tonight.
14. What do the phanglir have to trade?
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2 Blood Guard plate armor (Blood Guard are the Citadel soldiers. These were taken off of the bodies of two Duthelm soldiers after the phanglir encountered the advance recon group of Duthelm soldiers who passed through a couple days earlier). | |
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Queen’s Guard platemail armor +2 (also taken off of one of the Duthelm soldiers, though this one was taken from a Queen's guard, an elite Duthelm soldier). | |
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3 Heavy Shields | |
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2 Blood Reaper blades (Blood Reapers are the name of the standard type of sword used by Duthelm soldiers) | |
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1 Blood Reaper +2 | |
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Ring of Armor – 30 charges. Uses 1 charge per round. Shadowy plate armor. +6 to AC. | |
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4 Shredder Grenades – Iron spheres with twenty hunting tips. On impact, explode in whirling chains and razors and shreds an area in 15 foot radius for several seconds. | |
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Boshok’s Iron Fist | |
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Runeheim’s Skull |
Feel free to use this trading meet as an opportunity to adjust the players equipment. If they need magic items or healing supplies or whatever, they can trade for it here. Likewise, this might be an opportunity for you to lighten their load, get them to use up some of their treasure and get rid of anything that you don't want them to have.
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The players can stay with the phanglir as long as they want. The phanglir will be glad to have help in the upcoming battles with the Horde. However, time is precious for the players and they will likely want to be on their way as soon as possible.
If the players want help or ask for a guide, Commander Kaylek assigns Kovor to them and Kovor will guide them north as far as the ruins of Shidar. He will not enter the ruins, only take them there. He will then return.
If the players want to continue north alone, that's fine. In any case, remind them that they are in a race. Time is precious. And the players already know that there is an advance team of Duthelm soldiers ahead of them, at least a day or two ahead of them. The thieves guild back in Chaddamar confirmed that a portion of the Duthelm group went through early. And the phanglir also report an encounter with a group of armored warriors whose description matches the Duthelm group. In fact, they even killed a couple of them and have their armor, which they are willing to trade.
This website was last updated March 31, 2026. Copyright 1990-2026 David M. Roomes.