Deuce Traveler's Last Stand of the Dorinthians

Deuce Traveler

Adventurer
Editing this post to update the characters.
We currently have these in play:

Kel the Elf (level 3 cleric)Inactive
Alexander the Half-Orc Ranger (L3)Inactive
Rix the Kobold Thief (L3) Inactive
Baron Dartis Kalnian the Human Fighter (L4)
Silas the Human Mage (L4)
Danica Swann the Human Sorceress (L4)
Chalik Bermax the Dwarven Rogue/Fighter (L2/L1)Inactive
Tessan Ventus the Human Fighter (L4)
Barok Hume the Human Rogue (L4)
Nikolos Viridikos, Witness of Adeiros the Seeker [Human Cleric] L4
Caramip Ashhearth the Gnome Bard (L4)
Connavar Banouin the Human Barbarian (L4)

History
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The Dorinthian nation was founded by the warrior, Berl Dorin, later to be called King Berl I by court historians. The year of his coronation in the city he founded, Dorinam, is referred to as YR 0. The nation steadily increased in size, battling with the various goblin and hobgoblin tribes until finally pushing those people over the Dunkel Mountain range to the west. Dorinth settled into a period of peace that was interrupted with the arrival of the Tallione Empire to Dorinth's southern border at the year 421 on the Dorinth calender (YR 421). The Tallione Empire had overthrown the peaceful halfling townships and claimed the region as their own. Many of the halfling warriors that fled began a guerilla war with support from both an oppressed halfling population and from a sympathetic Dorinth, who allowed many of the halflings to use their country as a place for refugee camps. These camps became staging areas for raids and harrassment against the occupying Tallione legions.
The Tallione general requested that Dorinth's king, Torl Dorin VI, take action against the halfling populations working against Tallione within his territory. Torl did not send a reply, nor did he allow audiences with further Tallione messengers to his court. In retaliation, the Tallionian military began to make attacks inside Dorinthian territory in order to attack the halfling refugee camps that were supporting the combatants. Dorinthian troops were raised to stop the incursions. By YR 422, Tallione and Dorinth were in a state of war.
In YR 433, the Tallione Empire was able to ease tensions on its other borders and finally concentrate on the Dorinthian War, which had stalemated for the last 11 years. Four legions (about 22,000 men) invaded Dorinth and easily overwhelmed the border defenses, laying waste to much of the fertile southern lands. The famous Dorinthian general, Jarel the Proud, reorganized the broken forces of the country into new infantry and cavalry companies. Leaving the infantry in place for static defense, Jarel and King Torl lead the cavalry into hit and run tactics that wore down the long Tallione logistical lines. These lines of support were totally cut by the next year at the battle called the Field of Arrows, causing starvation and panic among the Tallione forces. Unable to live off the land they had ravaged, and unable to receive further supplies from Tallione territory, the four legions began to distintegrate into a mob. Many were chased down and killed by patrols of the Dorinthian horse archers. It would take a generation for Tallione to recover.
Dorinth was worse off, despite its hard-won victory. The eastern refugee camps were destroyed, forcing a migration of halflings into the various central and western towns of Dorinth where they became skilled laborers. This effectively ended the halfling resistance movement. King Torl was killed during one of the last minor skirmishes when he decided to lead a patrol into an attack on a retreating Tallione company near the border. In his place his only son came to rule in his stead, crowned King Rasnen Dorin II. Rasnen was fourteen when he ascended to the throne, which did nothing to temper his already spoiled personality. He ignored the much needed reconstruction of the fertile south, nor did he use the remnants of Dorinth's coffers to buy a peace with Tallione. Instead, Rasnen used the remaining wealth to redecorate his castle and various homes and threw wild, scandalous parties for his various mistresses and friends. When his coffers began to run out, he raised taxes upon the various nobles of Dorinth with his Proclamation of YR 438.
As far as the elites of his kingdom were concerned, this was the last straw. A number of nobles plotted an assassination of the king and chose Jarel the Proud to become ruler after the murder. A jealous rival of Jarel's betrayed the conspiracy, leading to the Night of Red Blades, in which much of the noble class was assassinated, their families given as gifts to Tallione as slaves (an unaccepted practice in Dorinth), and their property 'nationalized' and claimed by King Rasnen.
The remaining nobility and the commoners of Dorinth were in an uproar, which was soon quelled by Rasnen both violently and with large ceremonies funded by the captured wealth of the murdered nobles. By YR 441, the last of the unrest subsided and Rasnen had installed his personal friends and family members to lead his armies and settlements. Tallione also seemed to become more peaceful, as their captured halfling territories became used to foreign rule.
Dorinth may have recovered if it was not for King Rasnen's greed. The coffers that were filled with the stolen property of the nobility began to run out in YR 445, causing Rasnen to first double, then triple his taxes on the commoners. He also began cutting the expenditure of the military. The decadence of Rasnen's festivals in Dorinam annually increased as the state of Dorinth's economy plummeted. By YR 448, starvation was being faced by the people that bordered the Dunkel Mountains, since that region lacked the fertility of the other lands. Those towns began to riot, overthrowing Rasnen's appointed officials. Rasnen was forced to move soldiers from the southern border as well as his eastern coastal towns to quell the uprising. Large segments of his foot soldiers and almost the entire cavalry disobeyed his orders, plunging the country into civil war. By the end of the year, the rebel nobles and commoners were besieging the city of Dorinam in an attempt to bring Rasnen off his throne. The situation was closely watched by Tallione, who then decided to invade their weakened opponents.
The Tallione invasion came in YR 449, two legions coming from the south, while another two legions made an amphibious assault from the east, taking Dorinam within a week and throwing the rebel army into chaos. King Rasnen was captured and beheaded as a Tallione gift to the people of Dorinth. The Dorinthians showed a lack of appreciation by resisting the steady advance of their 'liberators'. The advance slowed down as the four legions met in the center of Dorinth, with the rebels and the remnants of King Rasnen's forces uniting to hold them back. The frustrated legion commanders began to resort to terror in order to subdue the population, completely destroying any settlement that resisted and selling the survivors into slavery. Most of Dorinth became a smoking ruin, the fate of the nation settled after the Lost Battle of Kalden. The Tallione losses at Kalden were so severe, that the angry invaders rounded up all surviving town people and refugees and massacred them.
The only force that survived the battle relatively intact was a company of horse archers from the small town of Fair Creek. Rushing home, they informed their people of the slaughter, the violence of the legions confirmed by the incoming trickle of various refugees. After a day of deliberation, the town's ruler, Baron Dren Dorin, decided that the population of Fair Creek was to flee northwards. They would go into the Silver Forest and seek the protection of the Saleentran elves, which had historical trade relations with Fair Creek. It is hoped that the elves might assist the refugees in finding a new home, safely away from the Tallione forces and other dangers.
Thus begins the adventure...
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Classes
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Although classes will be described shortly, Tallione and Dorinth have been at a state of war for the last few decades, and it is important to discuss their various archetypes since some of the party members are likely to be ex-military.
Tallione forces are almost always lead by a commander on horseback, although most of their men are foot soldiers. The commander is normally selected for his intelligence, wisdom, combat expertise, or social standing. Therefore, almost any character class may be used for a Tallione company commander, including wizard or sorcerer. Normal foot soldiers typically wear a shining bronze suit of scale mail and a bright crimson cloak. They normally also used a tower shield with the symbol of an eagle emblazed on the front, a shortspear for charging an enemy in formation, and a short sword for melee combat. The short sword also normally had the Tallione eagle incorporated into the guard.
Tallione cavalry normally wore the same armor, but did not use a tower shield, spear, or short sword. Instead, the cavalry used a buckler and a longsword and were used to flank opposing companies or to strike in the rear. Speed and discipline were the cavalry's strength. Commanders of the foot soldiers and cavalry normally wore a plumed helmet so they could be recognized by their men on the field. It is possible that an ex-Tallione soldier might have escaped to Dorinth in order to escape punishment or execution for a crime committed while under arms. Player characters that are ex-Tallione military likely fled from the ranks after committing a capital offense, such as striking a member of the Tallione nobility or killing a superior.
The foot soldiers of the Dorinthian military were used primarily to delay their opponents while the horse archers wrecked their havoc in the rear. Most of the foot soldiers wore a chain shirt and used a heavy wooden shield with a longsword. These troops were usually looked down upon by the nobler classes, and were not used effectively in combat, although the war would have been lost much sooner if it were not for these men who could take and hold the ground. The foot soldiers normally have their own bizarre comraderie, especially Radnal's Ruffians of Fair Creek.
The pride of the Dorinthian forces were the horse archers, which were normally comprised of the nobler families of Dorinth. These men were able to ride at a gallop while shooting arrows from horseback. They normally wore studded leather or chain shirts depending on their family wealth, and carried a composite longbow. Melee weapons were left to the preference of the rider, although it was common for them to decorate their equipment with depictions of a galloping horse. Commanders of foot soldiers and horse archers normally wore a royal blue cloak, while normal soldiers wore green.
Players should be encouraged to create an interesting background, even allowing for them to be members of the noble classes. Even if they claim a high-ranking noble background, it will matter little since Dorinth has been destroyed.

Barbarians
Barbarians have become more commonplace in Dorinth the last decade as more of the countryside has been laid to waste from war and Rasnen's decadence. Many of the human barbarians come from the western portions of Dorinth, on the border of the Dunkel Mountains. Others may come wandering and looking for a purpose from lands far to the south that have been taken over by the Tallione Empire. Half-orc barbarians have been raised by humans of the northern lands after a large scale raid that occured in YR 431.

Bards
Bards can be from anywhere, although it is not likely that they are from Fair Creek. Instead, they probably came into the town along with a group of refugees or had been passing through when the danger from Tallione struck. Allow the bard to create a backstory dealing with a hometown somewhere in Dorinth. It is likely wiped out now, anyway.

Clerics
Clerics of Dorinth will likely be worshippers of The Rider, a chaotic good deity that is the most revered by the people of Dorinth. The Speaker is the head of the clerics of Fair Creek, and is currently Heron Silvertongue (Cl 6, CG). A character who follows the belief of The Rider will likely be on good terms with Heron.

Druids
Druids are common in the great woods of Dorinth, especially near the Silver Forest. Their numbers have increased since the devestation of the civilized areas over the last few years. It is likely that a druid character arrived in Fair Creek to warn the town of danger, and to help lead them to safety. Perhaps the Tallione forces destroyed the druid's grove, and the character seeks revenge.

Fighters
A fighter will likely be a member of Fair Creek's militia and foot soldiers, Radnal's Ruffians, which were not mobilized during the recent crisis due to rumors of roving kobold bands near the settlement in recent weeks. Because of this, the foot soldiers were spared the destruction of the remnants of Dorinth's forces recently. Radnal (Fallen Paladin 2/Ftr 4, NG) has named his band of men in a mockery of the titles used by horse archer units, to the anger of the paladin order of Fair Creek. Radnal's men were a band of uncontrollable ruffians before he showed up five years ago and whipped the unit into shape. It was rumored that he was an old friend of Fabian Corl, the recently deceased leader of the paladins of Fair Creek.
There are about fifty active members of Radnal's Ruffians, forty-two being warriors with basic weapons training, while the rest have more specialized skills, such as fighters.

Monks
Monks are rare in Dorinth, but two monastaries are known to exist: one on a large hill on the border to the Dunkel Mountains and another by a lake near the Silver Forest. The one by the Dunkel Mountains is inhabitated by members of an order that call themselves the Path of the Eagles and is followed by lawful neutral members who have originally come from Tallione, although they owe no allegiance to that country. The order by the Silver Forest calls itself the Way of the Faithful and follows a lawful good philosophy. Members of either order may be passing through Fair Creek on a pilgrimage when news of the disaster reaches them, causing them to decide to help the citizens find safety. The DM may allow characters to create another monastic order, perhaps one whose monastary was destroyed, forcing the character to seek vengeance.

Paladins
The paladin order of Dorinth normally leads the horse archers in battle, preferring the bow to the sword. It is also possible that a paladin from Tallione, disgusted with the legion commanders' disregard for human life, breaks with the army to warn the people of Fair Creek to flee and helps them escape. A Tallione paladin will prefer a sword and shield, as will an elven and gnome paladin. A dwarf paladin will likely come from the Dunkel Mountains and prefer an axe. The paladins of Fair Creek call themselves the Order of the Shield and are lead by Cal Dorin (Pl 3, LG), son of Baron Dren Dorin. Cal recently became leader of the order in the last year, after the death of Fabian Corl. Since Cal's command of the Order of the Shield relations between the paladins and Radnal's Ruffians have grown colder.
The Order of the Shield boasts only thirty remaining members on horseback, most being warriors of some skill, while five are fully ranked paladins.

Rangers
Rangers will be comfortable both with the townspeople and in the isolation of the forest, likely moving between the two depending upon the whim of the moment. During the war rangers often joined the horse archers under paladin leadership, acted as scouts, or were snipers against Tallione leadership. Rangers who were snipers are avoided by other Dorinthian military members, since many have human as their favored enemy, a fact humans find uncomfortable. Characters that are rangers likely came to Fair Creek to warn the town of the incoming Tallione forces.

Rogues
There wasn't a real crime problem in Fair Creek that Radnal's Ruffians couldn't handle, the worst being the occasional fist fights by town drunks or minor theft. Rogue characters will likely come from another town and will be escaping with refugees. Or the rogue will be a trouble maker of Fair Creek, too small time a criminal to be a real problem, but enough of one to have a bad reputation.

Sorcerers
A sorcerer can have any origin since his skills are natural. Sorcerers were not common with the Dorinth horse archers, although foot soldiers employed them in their units. The Tallione military incorporated sorcerers in all levels of their military. A young sorcerer may be a new member of Radnal's Ruffians, or an assistant to Hector, the town wizard (Wiz 3, NG). An older sorcerer may be a seasoned veteran of a unit recently destroyed by Tallione forces or maybe escaping with family members from another town.

Wizards
Wizards were sometimes incorporated with the Dorinth horse archers, although others were either merchants or members of court. A young wizard will likely be an apprentice to Hector the Incredible (Wiz 3, NG), or will come from another settlement with refugees or perhaps with the elven or gnome delegation described in the races section.
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Races
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When the Dorinthian refugees arrived in the Silver Forest, they were met by a group of elves that had been expecting them. The people were brought to a series of tents by a river and allowed to make a temporary camp there. Baron Dren Dorin was then met by representatives of gnomes from Loughphray Hills, dwarves from the Dunkel Mountains, and elves of the Silver Forest. They were discussing the crisis on their borders when the refugees arrived. Characters playing elves, dwarves, or gnomes are likely from this delegation.
Keep in mind that at the start of the game the Dorinthians race relations will be at 0 for each of the elves, gnomes, and dwarves. The actions of the party will dictate how relations have changed at the end of each section, but this score should be kept a secret by the DM. They will impact relations throughout critical points in the game.

Humans
Human characters are likely from the town of Fair Creek. The refugee camp has a population of 2,542 members at the start of the game. The following are important human non-player characters:

Baron Dren Dorin (Ari 2, CG): A chubby, nervous man, the baron was put in charge of Fair Creek by King Rasnen in YR 439. Dren is not a cruel man, but instead has a fondness of drink. Dren's party-going nature was an asset when he was younger, making him close friends with Rasnen when they were both still teenagers. As an older man he has calmed down quite a bit. Overall a mediocre leader, he is still respected by his people since he was able to use his connections to avoid some of the crushing taxes that ruined many other settlements. He is now balding, and the little bit of black hair he has left is quickly turning gray. He has difficulty making decisions and can be easily influenced by others with strong will. Dren enjoys the finer things in life and exotic items, and his openness to trade improved Fair Creek's relations with the dwarves, gnomes, and elves.

Cal Dorin (Pl 3, LG): Unlike his father, Cal is handsome and strong. He is willful and apt to make decisions without consulting others for help. He has dark hair and light skin, with dark, angry eyes. Cal has always been difficult to deal with, and became even more so after his mentor, Fabian Corl, died in his arms. Cal distrusts non-Dorinthians, especially elves. He feels that the elves have been treating his people badly since they arrived in Silver Forest. He is especially angry that they seem not to give him the respect owed a member of the Order of the Shield and of a noble. Although arrogant, Cal is fair and will deal favorably with those he sees as honestly concerned with the plight of his people. Especially since he hopes to be the new leader of his people one day. He is especially fond of those who have fought with him recently. Female player characters may see Cal as a subject to a possible romance, especially if they want to sit by his side in the future as a ruler.

Syra Dorin (Ari 1, NG): Beautiful, but young and naive, the 17-year old Syra is the younger sister of Cal. Syra has long, dark hair and brown eyes and pale skin. She quickly finds maturity as the campaign progresses, although she does not know what yet to think of the most recent crisis. She recently received word that the man she was supposed to marry was killed in the recent invasion. Since she never met him and since he was 30 years her senior, she is not sure what to feel about the situation. She could use a friend, although a romance would have to be approved of by Lady Huffring, the baron, and a jealous Cal.

Lady Huffring (Ari 3, NG): The older attendant to Syra, and an old friend of her mother, Lady Huffring is domineering and protective of her charge and the various ladies-in-waiting of Fair Creek. The recent situation has only made Lady Huffring stricter, and definitely not softer, insisting that the nobility keep their habits. Rightfully, she sees an in-charge attitude by the noble members important to keep the people from despair.

Heron Silvertongue (Cl 6, CG): An old priest and former adventurer, Heron has a full head of white hair, but now walks at a slight stoop. He has a fatherly manner and has been extremely active in the refugee camp, healing when needed and giving solace to those near despair. Heron keeps everyone's spirits up by talk of building a newer and better temple to his god, The Rider.

Kyle Radnal (Fallen Paladin 2/Ftr 4, NG): This older man is not quite middle-aged, but he is not far off. Kyle Radnal was asked to come to Fair Creek by Fabian Corl a few years ago, and to manage the ill-disciplined rabble that was the town's militia. This red-headed man quickly whipped the militia into a respectable police force, kicking out several of the worst offenders out of the organization and running them out of town. His past is unknown, but some say he is more familiar with the Order of the Shield's ways than most commoners. The jealous Cal never liked Kyle Radnal due to the obvious respect Fabian Corl had for the man. Relations between Cal and Kyle grew even more strained when Cal attempted to overstep his jurisdiction during a criminal case last year, and was chastised by Kyle who accused him of un-paladin like behavior, describing in-depth several philosophical tenants of the Order that Cal had broken.

Hector the Incredible (Wiz 3, N): Hector is a scrawny charlatan of a wizard who knows more about tricking potential customers than he does actually conducting magic of value. He came to Fair Creek eight years ago, settled down, and has been selling fake love potions and good luck charms ever since. His assistants know that he was an adventurer in his youth, although he was the only survivor of an adventure-gone-bad and decided to quit the life. The dark-haired man knows enough magic to start a young assistant of talent.

Halflings
Most halflings will probably be laborers and citizens of the people of Fair Creek. Each Tallione legion that invaded incorporated a company of halflings from the territory they took possession of several decades ago. It is possible that a halfling broke from the ranks of the legion once in country to look for lost kin and arrived in Fair Creek before the townsfolk fled. Most halflings will look kindly upon the Dorinthians for giving them a place to go.

Half-orcs
Half-orcs will be rare, but raised alongside humans inside Fair Creek. Most will have had a hard life, distrusted by the people they have grown up among. Whether or not this leads them to struggle with being good or falling into evil ways is up to the player.

Elves
The elves are not pleased to see the Dorinthians in their own Silver Forest. They have been wary over their neighbors for many years, mostly because of the frequent raids from the orc tribes to the north, but also because of the occasional skirmish with the humans of Dorinth. Now they see that their foolish human neighbors have destroyed their own country and allowed it to be taken by the aggressive Tallione Empire. They are considering whether or not to sell out the remaining humans, but sympathizers in the elven council support helping the people of Fair Creek, who have always respected elven lands in the past. Elven player characters are either joining the party to keep a closer eye on human affairs, or because they are genuinely concerned with their plight. Those sympathetic to the humans will still find their hygeine and mannerisms lacking.
The elves are currently considering setting the Dorinthians up in an abondoned half-elf town called Meristra inside the Silver Forest and on the western border of their territory, which was destroyed in an orc attack in YR 431. They have a delegation of thirty elven warriors and politicians.

Silas Generwine (Ftr 3, NG): Silas is a young elf delegate sent to deal with the human refugees by the elven council. He has a strong dislike for humans, and sees the assignment as an insult to his noble name. Unknown to outsiders, but a much discussed topic in elven society, is the fact that Silas' grandmother was a human and his mother was half-elven. Silas overcompensates for this blemish on his otherwise noble lineage with an irrational opposition to the Dorinthians. Unfortunately for the refugees, he is their only solid line of communication to the elven council.
Silas is a meter to elven society's opinion on the refugees. As the party proves their heroism, they will slowly change Silas' view. On the other hand, if the party makes the wrong decisions Silas will become hostile, as will the elven nation.

Gnomes
The Loughphray Hills are named after the Loughphray gnome clan that inhabits them. The gnomes are sympathetic to the human plight, but currently can offer little aid and they lack a place for the Dorinthians to settle. They clan is under harrassment from nearby kobold and goblin tribes that have poured into the region, causing the gnomes to struggle for their own survival. They have only come with a delegation of eight, although some of these may be player characters that offer to join the party so that the gnomes can provide at least some aid.

Phly Loughphray (Ill 3/ Ari 2, NG): Phly is a gnomish illusionist that heads the delegation to discuss the latest border problems in the hopes of gaining an advantage against the invading kobold and goblin tribes. Instead the delegation found itself discussing the problems that the Dorinthians are facing. Phly is unable to gain help for his clan, but he will try to be polite to the refugees in the dim hope that their soldiers may be able to help later.

Dwarves
The dwarves are the most sympathetic to the plight of the Dorinthians, as they have enjoyed a peaceful border with the less civilized western settlements for the last two hundred years. Also, they have been fighting goblin and hobgoblin since their clan, Clan Bermax, was established in the Dunkel Mountains five-hundred years ago. There is a delegation of twenty dwarven warriors present, some of whom may offer to take up their axes and hammers for the humans and be player characters. They also offer a place to reside in the Dunkel Mountains, but agree that the elven site of Meristra would be better for the Dorinthians. The land in the mountains is poor for farming and cattle, and the goblin and hobgoblin raids have increased lately.

Lender Bermax (Ftr 5/Ari 2): Lender is the nephew of the dwarven king, and considers himself a friend of Dorinth. He came to the delegation to meet with the elves about the heightened danger on their respective borders, and was shocked to find that refugees had entered the Silver Forest. A small population of Dorinthians (100 people) is currently seeking shelter with the dwarves, and Lender feels that a new home should be established for all the survivors of the once great civilization. He has a long distance to travel in order to return home, but he promises to trade important supplies for constructing homes to the refugees. This will come at a cost, as the dwarves won't give anything for free, but Lender plans to lower the price as much as is possible.

Other Races: Other races, such as goblins and kobolds, may be played at the discretion of the DM.

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The Four Main Factions in the Silver Forest Council

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The Sol Party (Sol'vi Elustru)
This is an elven political faction led by many of the priests and devout followers of Sol. They are the moral voice of the elves and were the ones that pushed the decision to aid the Dorinthian refugees of Fair Creek. Unlike many towns and cities of Dorinth, the town of Fair Creek always maintained a good working relationship with the elves of the neighboring forest. The Sol Party, or Sol'vi Elustru as the elves call it, did not feel a close affinity to the humans, but instead argued that they should give aid since it was the way Sol would expect his elven children to act.

The Neutrals (House Rela)
Although the largest political party in the council, and led by the ancient elven Rela line, the House Rela faction temporarily lost control of the discussion dealing with the human refugees. The neutrals have long dominated elven politics with the argument that elves should keep to elven business and let the rest of the world do as it will. Although the Sol party won the refugee argument due to its plea for a moral stance, House Rela was able to send two lead delegates from their own faction to bring the Dorinthians aid. These two were Silas Generwine (no relation to the human PC Silas) and Kel, priest of the Huntress. As the political tensions have heated up, these two delegates have lost their neutral stance. Kel has adventured with the humans and made friends with the kobold Rix and half-orc Alexander. His worldview has been shattered and he now leans closer to the beliefs of the Sol'vi Elustru. Silas Generwine now leans towards the pro-Imperial party.

Pro-Imperials (House Dran)
The smallest of the main factions, yet the most vocal is that led by House Dran. These elves argue that the Dorinthians had started an illegal war and that the Imperials are too strong to resist. The Pro-Imperial party is growing stronger as the Imperial armies still operating in Dorinthian land have heard that many refugees have run to the elves and maneuver towards the Silver Forest. House Dran argues that the only way to save the elves is to give up the Dorinthians, who were historically questionable neighbors anyway.

The Warhawks (Magi)
The Magi are the second smallest of the main factions, but have been steadily growing over the last decades. They are led mostly by elves with a talent for magic. Their argument is that the elven race is dying, something that many feel is true in their hearts. Each elven couple may have 3 to 4 children within their hundreds of years of life. On the other hand, the humans have the same amount of offspring every 20 years or so, while the orcs breed at a far greater and more alarming speed. The humans believe that the elves fight a small skirmish or quick war every generation, but the long living elves of the Magi faction see their civilization as constantly under assault. It is said that every elven couple will live to see at least one of their children die directly or indirectly from warfare. The Magi claim that it is time to save the elven race by any means necessary.
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Story So Far
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The adventure first started as the party left to investigate an abandoned elven town destroyed long ago in the orc wars. They found it inhabitated by kobolds, who had dug a complicated series of tunnels underneath the old settlement. The adventurers negotiated with the kobolds, and agreed to wipe out a rival clan of goblins who had originally pushed the kobolds from their hill dwellings. The party killed the goblin leader, which led to the dispersal of the goblin tribe, had the kobolds move back in, and then cleared the town for the refugees from Fair Creek. The kobolds became minor trading partners, much to the ire of the local gnomes.

The adventurers made it up to the gnomes in the next chapter, as the short folk were being overrun by an alliance of goblins and kobolds (who had originally kicked out their kin from the first chapter). These kobolds and goblins were led by an insane gnome illusionist and his gnoll mercenaries, who wanted to cleanse the land of humanoid races in order to wipe them out before a time of suffering prolonged the agony he foresaw for them. In his twisted mind, this was a kindness, but the party ended his nightmare and his life.

In the third chapter, the party has recently found out that the dwarven kingdom is being attacked by an Imperial legion. Inside the dwarven kingdom lies a number of their kin who had escaped the Tallione Empire's invasion. The dwarves have warned the Dorinthians to stay away, stating that the cause is lost. However, our intrepid party has decided to mount a rescue instead.

And during all of this, a troll had been stalking the party for some time now, killing their allies and sometimes their enemies while giggling grotesquely, before fleeing back into the forests. The party had decided that enough is enough, and moved to hunt the psychotic creature through uncharted woods before it could do more harm... and in the cavernous lair of a race of creatures called the formians, they finally found their hunter and killed him.

The party finally reached the dwarven kingdom, where they found themselves quickly embroiled in the plots of Advisor Nefius. They saved the life of Commander Sassarius, the Imperial commander besieging the dwarven kingdom and the target of Nefius' latest scheme. In return, Sassarius lifted the siege and headed back towards Tallione in an attempt to protect his reputation and family from the intrigues of court that Nefius left behind. Unfortunately, Rix and Alexander were critically wounded during this incident and are incapacitated.

Now the party goes to rescue a lost group of Dorinthian cavalry from a dark glade ruled by a twisted dryad. They are guided by the Tallione defector, Ventus, who swears to them that he has left his old allegiances...
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Rough Map of the World
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Rough Map of the Continent (Not to Scale and North is up)

To the west is the Stand River and to the east is the Crystal Sea

. = Plains
* = Forest
^ = Mountains
/ = Hills
~ = Water
<> = Destroyed half-elf town of Meristra, now home to the Dorinthian refugees and party
1 = Saleentra, the Elven capital
2 = Where the Party Fought the Kobolds that threatened the Loughphray gnomes
3 = Kingdom of the Loughphray Clan of gnomes
4 = Small Kobold tribe that humans have allied with
5 = Goblin fortress that party snuck into and killed the goblin chieftain
6 = Ancient ruins of the lost tribe of winged elves, where party killed the mad gnome
7 = Destroyed Town of Fair Creek, where most of the original Dorinthian refugees came from
8 = Mountain Kingdom of the Bermax Clan of dwarves
9 = Dorinam, former capital of Dorinth, now ruined
A = The Singing Glade
B = Formian caves, where party finally killed the sadistic troll that stalked them
C= Site of the Lost Battle of Kalden, named after the local town which was destroyed
D = Field of Arrows
E = City of Tallione, and once a minor city-state, now capital of an empire


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^^^^^^^^^^^^^^^^^^The Frozen Hills (Mountainous Orc Lands)^^^^^^^^~~~~
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~~................................................ ...Tallione Empire.........................................~~
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Religions
[sblock]
The Layhrmons were a tribe of people that came before the people of Dorinth, and some believe are their ancestors. They are known for their cavern burials (one such cave was found, but unexplored by Danica) and were supposed to be strangely advanced in architecture and sculpting, though they were a nomadic people. Much of their religion has been adopted by the Dorinthians.

The Layhrmon Pantheon by Alignment

Saul, Lawful Good (Sun, Good, Law, Protection) [Sword, elves; Axe, humans]
- Called 'Sol' by the elves and venerated highly by them, he is both the enemy and great love of Lumear, the Moon Goddess. He and is lover are the creators of life in the world. Few Dorinthians worship him today, though the works of his prophets are still held by monks in the rare human monastaries of the region.

Matrial the Motherly, Neutral Good (Good, Healing, Magic, Earth) [Net, Mace]
- She is sometimes called 'Auntie' in her motherly aspect, but 'Oathbinder' in her more commanding one. She is much revered by the women of Dorinth, though she rarely has a church of her own. Mothers make their children (and sometimes husbands) swear upon her name when they want their offspring to behave in a certain manner. To break an oath sworn under Matrial is considered highly insulting in Dorinthian custom. Some halflings and gnomes worship a goddess that is considered another aspect of Matrial.

The Rider, Chaotic Good (War, Good, Travel, Chaos) [Bow]
- The Rider is the most popular deity of Dorinth, and seems native to the Dorinthians though adopted by the elves in a stronger nature loving aspect (drop war for plant with the elves). No one knows what the cloaked Rider looks like under its hood, but the elves call the deity the Huntress, while the Dorinthians call the Rider, the Hunter. The Rider is an old god, and has supposedly appeared in Dorinth's darkest hours. The orc tribes have a natural fear of the priests, rangers, and paladins that worship the Rider, though the reason is lost but is embedded in racial memory. Human loving half-orcs have a strange tendency to worship the Rider, however. The last time the Rider was seen, was during the battle at the Field of Arrows. No one knows why the Rider hasn't been seen since. Some say it is because the Dorinthians have lost their way. Others say its because the darkest hour of this generation of Dorinthians have lost their way.

Agryol, Lawful Neutral (Plant, Law, Luck, Water) [Sickle]
- A nature god, Agryol is strangely also the god of law. Believers call this 'natural law', and although they have a love for nature, they have an equal love of philosophy. Agryol is not a popular god among the Dorinthians, although he is among the halflings who see him as a farming god. The Layhrmons never worshipped Agryol, instead believing in a once-mighty fertility goddess whose name and existence is largely forgotten.

Sanmar, Neutral (Magic, Travel, Trickery, Knowledge) [Dagger]
- Although worshipped mostly by rogues, Sanmar is a popular deity in Dorinthian culture, though his church is usually small. The antics of Sanmar make for popular children's tales, but some say the god's idea of mischief was once much darker. It is said that he was once known as the god of dreams, and some darker versions of his faith still call him the Nightmare Lord and are said to have power over men's dreams.

Eroll, Chaotic Neutral (Chaos, Air, War, Animal) [Flail]
- Eroll is the god of passion and of the beasts, and the Dorinthians believe that he sometimes drives creatures wild, causing them to enter civilized areas and attack men who do not leave the proper offerings. Although few Dorinthians are mad enough to enter the wild and perform the dark rituals that Eroll requires, all leave little sacrifices to ward him away, such as leaving a dish of milk outside for his cats to hanging meat from a tree outside of a town.

Lumear, Lawful Evil (Law, Evil, Moon, Strength) [Sword]
- One of the two greatest gods in the pantheon, Lumear is the lover of Saul, god of the sun and co-creator of life. Lumear considers her children to be such creatures as the orcs and goblinoids, and they worship her in turn. Both Lumear and Saul claim man, however. It is said that a new race is born by the union of her and Saul during an eclipse.

Ulavree, Neutral Evil (Evil, Magic, Death, Protection) [Kukri]
- Ulavree is the goddess of death and magic, and is feared the most by the Dorinthians. It is said that her worshippers will not achieve her blessings until they slay an intelligent being. Unexplained murders are normally attributed to her, and assassins are among her faithful. She is called the Night Mother, and is said to collect man's sins, which are like jewels to her, upon the time of his death. She sometimes counts Eroll as her lover.

Banbosel, Chaotic Evil (Chaos, Evil, Fire, Destruction) [Club, (Morningstar among the gnolls)]
- Banbosel the Fire Dancer is not truly part of the Layhrmon or Dorinthian pantheon as the other gods despise him, but is said that he is an ancient god worshipped before even the nomadic civilizations. He is sometimes called the destroyer, as he hates civilization and seeks to remove all traces of it.

The Craeco-Tallione Pantheon

A few centuries ago, the second emperor of Tallione decided to reform his empire's too diverse church by unifying aspects of the various gods under the guise of the popular Craeco religion, as Tallione had recently taken over the nations of Craece and adopted their culture.

Phonicleus, Lawful Good (Law, Good, Plant, Healing) [Mace]
- This is the patron god of Tallione, although his church has fallen out of favor in recent years. He is the god of civilization and the healing arts. His priests teach the proper use of herbs to ward or heal disease.

Plativus, Neutral Good (Good, Protection, War, Knowledge) [Sword]
- Plativus, also called the Defender, was once a popular god among the soldiers of Tallione, though he has lost worshippers to Stersius in recent times. He is the protector of civilization and the god of moral philosophy. Many warriors that revere him also take pride in their education.

Casles, Chaotic Good (Chaos, Good, Strength, Fire) [Warhammer, (was a Club until recently]
- Casles the Rageful was never a popular deity in Tallione, though he is admired for the ferocity that he displayed in his mortal life. Casles was once a great hero who wandered the world in years past and fought against evil, and was thought to have been partly divine and able to control fire. In his wake came the gods of civilization. Not surprisingly, even some Dorinthians worship Casles, and the dwarves also find him popular.

Heristeus, Lawful Neutral (Law, Knowledge, Sun, Protection) [Spear]
- Also known as the Lawbringer, Heristeus is closely associated with Phonicleus and Plativus, forming the triad of civilized gods. He has survived the empire's religious conversion almost fully intact from his Tallione aspect, though his former name of Heristivus has changed.

Mercandus, Neutral (Luck, Travel, Magic, Air) [Bow]
- Once a nomadic god, Mercandus has changed aspects numerous times in the ancient Craeco histories until he has now become the god of merchants and trade. He has become more popular as the Tallione empire has grown and established order.

Stersius, Chaotic Neutral (Chaos, Water, War, Destruction) [Trident]
- Sailors pay their respects to Stersius, lest the god vent his anger upon their ships. Many times, such offerings matter little, and storms come and threaten both boats and coastal towns anyway. Stersius is also called the Sea Lord, and is unpredictable in his feelings on the question of mankind. It is said that he gave the first mariner the knowledge of navigation.

Oberius, Lawful Evil (Law, Evil, Strength, Trickery) [Dagger]
- Oberius is a god from eastern lands and known there as Lzaar, god of Obedience, but his cult has grown remarkably fast in the Tallione empire. The emperor himself is said to have considered squashing the religion as well as that of Festios and Cryon, but some members of his court have changed his mind. Oberius, or Lzaar, is a also sometimes considered a god of court intrigues, though he cares more for obedience than civilization.

Festios, Neutral Evil (Evil, Plant, Animal, Earth) [Quarterstaff]
- Festios, the Lord of Decay, is an ancient nature god closely aligned with his brother Cryon and his spheres of death and destruction. The worshippers of this god seek to balance the civilized world, which they see as growing too powerful. The answer to this, in their minds, lies in restoring nature to the world and civilization pushed back. Festios is revered by darker druids, and many ancient pillars are said to be places of sacrifice to the Feeble Lord.

Cryon, Chaotic Evil (Chaos, Evil, Death, Destruction) [Scythe]
- No one admits to worshipping Cryon, the Reaver, though the more popular worshippers of Oberius and Festios treat him with respect. Cryon is the god of death, and Festios causes his creations to become old and feeble before dying as a gift to Cryon. In return, Cryon seeks the destruction of civilization so that Festios' version of nature may spread.

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