Deuce Traveler
Adventurer
My campaign here is going well, so I figured I would make it into a Story Hour:
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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Religions
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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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Cast of Player Characters:
Danica Swann, Female Human Sorceress
Player: Kobold Stew
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Player's Note
At the start of chapter 1, Danica is a 16-year-old girl who has worked for the past 18 months cleaning up for Randal's Ruffians. It's a job, and she does it tolerably well--her smile means they like her, and generally treat her well, even if she is not particularly good at it. The men joke with her, and have taught her some fighting tricks--self defence, how to use weapons, etc. -- because it amuses them, and she seems to have a good eye for such things. But she is not indentured, and has lately been thinking that she should try something new. Like most of the girls in Fair Creek, her body has been going through changes recently. In Danica's case, though, they have been more extreme: she is a spellcaster, it seems, though this is something she has not told anyone. It's not a secret, and she suspects that Hector has figured it out though he hasn't said anything to her. But she doesn't want to make a deal of it. She has discovered that she has ways of fending off the unwanted advances of the occasional drunken Ruffian, and that has made her job a little bit easier.
When she hears about the Baron's call for assistance, she decides to offer her services. Danica brushes her hair, puts on her cleanest dress, and presents herself.
Between chapters 1 and 3, Danica had been working as a courier, carrying messages between the various factions of this temporary alliance. Much of her time had been spent alone, waiting for a message or for a reply that she is to bring. This work has expanded her horizons immensely--even in seeing the camps of other races, she has been introduced to new aspects of life. On her own, though, she has felt her magic developing. It will not be easy to keep it secret much longer, she thinks. She feels the powers of life, but with them comes the powers of unlife. This has her scared, but she is emboldened to see what she is now capable of.
Before chapter 3, Danica was dressed as a young boy, serving as a crossbowman. Her disguise was far from perfect, but she thought it helped avoid attention. She is small and pretty, but this is hidden by the fact that her clothes are plain and not especially clean and she keeps a pet rat. Her hair has been cut, roughly, to shoulder length, but she continues to take care of it. Still, most people would not take a second look at her, which is apparently what she wants.
But occasionally, she changes. It is sometimes clear, only in passing, that her natural posture is excellent, even though she often slouches. When she smiles, at you, well, it sticks with you for days, as you try to understand what it was she meant by that. And occasionally, when she's mumbling to herself about something or other, she momentarily can seem like the only person in the room.
After Chapter 3, Danica finally revealed (confessed) that she has magical abilities, and with this, there is a noticable change in her demeanor. She is standing taller, her shoulders are a bit more relaxed, her chin is steady, and she is no longer hiding herself from the world. She is wearing a dark blue silk bouse that shows off her figure, tucked into traveller's pants, with leather boots rising to her upper calf. Her dark hair, still cropped short, has at least been evened out.
She carries a crossbow at her side, and a backpack over her shoulder.
Her smile is still there, and there is a spark in her eyes, that for some, will suggest ambition.
DM's Note: Kyle Radnal has treated Danica as the daughter he never had, and had known about her secrets though gave her respect by not confronting her about it. She has been quite the addition to the team, usually acting in a support role, while being deadly on occasion with her trusty crossbow. She is also one of the more innocent and pure of the characters.
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Vaerixsjach “Rix”, Male Kobold Rogue
Player: Ferrix
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Player's Note
Description
Rix is a runt, but a brilliant and talented runt. He stands a meager two feet in height, although if he stretched his double-jointed legs out, he might make two and a half. His limbs are long and spindly, his finger tips reaching almost to his knees. His scales are like polished steel which has been rusted and pitted, a subtle glisten remains. He carries a small backpack, a longspear and a light crossbow. Covering his eyes are a pair of smoky goggles. A yellow bandana runs around his reptilian forehead.
Personality
Brilliant, shy and coordinated, Rix is thoroughly sure of his ability to deal with whatever comes his way. Whether if that’s by knowing when to run away, or when to take advantage of the situation, he’s capable of it. The loss of his clan has left Rix without the social hierarchy and structure that he’s used to, something which he yearns for. Preferring to keep out of the midst of any conflict, he prefers to set traps and then ambush his opponents from afar with his crossbow. He has a misplaced dislike for the typically brutish orcs, blaming them for the fall of his clan.
Combat Preferences
Rix prefers to avoid melee combat at almost all costs. If anything he'll resort to using his longspear from behind a meatshield (ally). If he gets closed on, he'll Withdraw (35 ft. speed) or Tumble away. He will try to work anything to a tactical advantage (cover, concealment, high ground, rough ground, etc.). If he can he'll attempt to maximize sneak attack potential (hit-and-run hide tactics with his crossbow preferrably, although flanking with his longspear works too). He always focuses his attacks on important figures letting his companions deal with lackeys (spellcasters are often his primary target). He uses his small size to his advantage, he is only 2 ft. tall basically so will hide under tables, chairs or get up on the top of dressers, beams, etc. He likes putting something between him and his enemy that keeps his enemy from getting to him, whether that's companions, rough ground, a wall, climbing whatever.
DM's Note
Rix made no effort to hide his evil intentions, though the kobold was influenced by the better-minded Dorinthians. The local church leaders took a special interest in trying to steer him to an honorable path, and he made strange friendships with the good-hearted Kel, Alexander, and (especially) Danica. Somewhat loyal to his friends, but greedy and conniving, Rix is a strong-willed character.
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Alexander, Male Half-orc Ranger
Player: Land Outcast
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Player's Note
Basic Story: Born at a small hamlet in middle of the forest where his mother moved to give birth to a half orc, in search of a medium where said kid could fare better. When she left he was still young, and was left under the care of the local priest of the Huntress, a man who went by the name of Ravil. Alexander trained as hunter for the hamlet, and everyso often did scouting assignments requested from Fair Creek. One day, after a week's scouting he returned only to find the hamlet in ruins, the shrine desecrated, everything he had known burned and brought to floor level.... and the corpses gnawed upon...
Aberrations under the command of the enemy stormed the hamlet, undead, those who corrupt the undending cycle, as the Huntress taught it. He picked up two things, a broken blade, which he affixed to his left wrist with a leather cord and some leather to protect his flesh, and a holy symbol of Artemis, which was still held by the amputated hand of whomever.
*He has a brownish mark on his throat, reminiscent of a near encounter with death at the jaws of a wolf.
DM's Note
Alexander was the defacto leader of the group, until he was captured and Dartis took a larger role in the party. The half-orc fell in love with the baron's daughter, Syra, and also has a twin sister named Alexandra that is a paladin. Unfortunately, the player of Alexandra did not continue the campaign after our first chapter was interrupted and wiped out by the ENWorld crash earlier in 2006.
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Silas Eyrstan the Caernite, Male Human Abjurer
Player: GlassEye
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Player's Note
Silas Eyrstan, known as the Caernite, was born amidst blood and tears in the town of Fair Creek to a mother who did not long survive his birth. Weeks later his father, a skilled stonemason, returned to Fair Creek from the Dorinthian capital where he had been employed in making repairs to the High Temple to find his wife buried. When the midwife placed the robust baby boy in his arms he found he could hold no resentment in his heart but only love for his child.
The next years were tough. A succession of cruel or indifferent housekeepers left Silas disinclined to leave his father’s side and the elder Eyrstan disinclined to forbid his son anything if it were within his power to provide. Luckily, Silas’ only desire was to be at his father’s side. Throughout his childhood Silas learned a fair amount of the stonemason’s trade by doggedly following his father as he travelled the lands repairing the great structures of Dorinth or building new architectural wonders.
It was the intent of both father and son for Silas to apprentice in the stonemason’s craft. That is, until the elder Eyrstan was hired to work among the crew expanding the keep of Baron Karadore. The stonemasons were instructed to salvage stone from a nearby ruin. Silas found the ruin a site of endless fascination and spent countless hours roaming through it. Fascination became near obsession when young Silas discovered runes carved into the walls deep within the ruin. Though the runes were totally foreign to him he spent hours studying them, tracing their shapes in the dirt, and finally begging, borrowing, or just plain stealing what paper he could to make rubbings of the runes before the stonemasons could come to take the stone.
Totally absorbed in the making of one of his rubbings, Silas was discovered (and, quite frankly, nearly startled out of his wits) by a short fellow, stocky as stone. The fellow’s irritation and gruffness melted away when he discovered Silas’ passion for the runes and it was only a short time after that Silas was able to convince his father to apprentice him to the odd scholar.
Silas’ apprenticeship was one of excited discovery. Language, history, architecture; the scholar encouraged Silas’ passions for it all, provided method for the young man’s researches, and awakened and trained his latent talent for manipulating the forces of magic.
Years passed, his apprenticeship ended, and Silas became known (in a very small circle, however) as a promising young Caernite scholar. He married, had a child of his own. And then disaster: the Nestrav Empire invaded Dorinth. Unable to let other men bear the brunt of defending his family and country, Silas charged his aging father with taking his wife and son to safety in Fair Creek and set off to war where his education allowed him to take the position of adjunct to a low-ranked officer.
After Dorinth’s Last Stand Silas wearily made his way to Fair Creek only to find the town deserted. In exhaustion and despair for his family, Silas collapsed. Found by one of Radnal’s Ruffians, Silas was led to the refugee camp in the Silver Forest where he was reunited with his family. With the looming threat of the Nestravians and their dark allies, Silas will do what it takes to find a safe haven for his family…
DM's Note
The running gag with Silas is that he enjoys fighting on the front lines, and often engages the enemy with his quarterstaff in hand and armored with protection spells. He's actually been quite an effective fighter, too, and has become the unofficial advisor to Dartis, who is looking to becoming the new king of the Dorinthians.
His name is not to be confused with Silas Generwine, the elven diplomat and adventurer.
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Kel, the Male Elven Cleric
Player: D20Dazza
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Player's Note
Appearance: Wild, foreign, feral, draped in furs and shells, fangs, feathers and claws.
Personality: Tactirum, cautious, observant, calculating
DM's Note
To fill in some information on Kel, he started out in agreement with Silas Generwine, in that the humans needed to be watched. He quickly began changing his mind after forming a strong bond with Alexander, Danica, and Rix. Currently he has retired from adventuring in order to become a leader in the more pro-Dorinthian factions of the Elven Council despite his young age.
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Baron Dartis Kalnian, Male Human Fighter
Player: Fenris
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Player's Note
Appearance: Dartis is a young man whose bearing has all the hallmarks
of his aristocratic upbringing. His blond hair is short in the manner of the archers.
He keeps a sword by his side as he tends to be too close to the enemy when he runs out of arrows.
Background: Dartis was the youngest son of the Baron of Kalnian,
a small Barony located in the south. Like his brothers Dartis was raised
to join the cavalry. He was taught to ride and shoot at a young age. When
he reached majority, Dartis joined the army just as all the Kalnian's had
before him. But unlike his ancestors, times were troubled and the Tallone
were always a threat. Dartis was stationed on the southern border and
watched for Tallione incursions becoming involved in minor skimishes along
the border. The real trouble began when the order came to move north to
quell the riots. Dartis was glad when his commander told them they weren't
moving as he didn't believe that they should leave the border updefended to
support the corrupt rule of Rasnen. Once the Tallione invaded soon after
things changed, Dartis was first and foremost a Dorinthian and he would
defend his country from the Tallione. His unit was pushed back, and further back.
The losses were very hard and his unit was disbanded and he was reassaigned
to a unit from the small town of Fair Creek. This was a small bit of good fortune
for him on a foul day as he found out that after a long seige his father's keep
had finally fallen in the south and his family slain.
Dartis was there at the Lost Battle of Kalden and followed his commander back
to the town to report the massacre. Dartis rode his horse so hard getting back
the the poor beast that hea had had since he was a boy, died from the run, But
the warning was sent. Dartis followed the town watching over the
migration and awating orders from the only current leige he had, Baron Dorin,
on how to proceed. Meanwhile he lost most everything he had in the flight from
Kalden, but his weapons he had with him.
DM's Note
Dartis has become the leader of the party, and because of his royal heritage he also seeks to become king of a New Dorinthia. Recently, he has proposed to Syra and made friends with Cal in order to cement his position. Still, he is finding that politics can be as dangerous as adventuring, even among those that are his comrades.
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Chalik Bermax, Male Dwarven Fighter/Rogue
Player: Ilium
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DM's Note
Chalik was only with the party for a short time as they ventured into some caverns past a seal in the dwarven kingdoms. He was the party replacement for Rix until Barok became a member.
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Tessan Ventus, Male Human Fighter
Player: Hafrogman
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Player's Note:
I am a soldier, as was my father before me, and his father before him. Legionaire's all, we did battle as men, on foot, face to face with our enemies. Our lives for the Empire.
I was born while my father was away, fighting for the glory of Tallione. He was there during the during the final push of the last Dorinthian War. He was one of the few who made it back at all, even if he was no longer the man he used to be. Often in my youth he would sit by the fire at night, looking at the space where his leg should have been and he would tell me tales of his service. The battles and the glory, and the terrible losses that the Dorinthians wreaked upon his comrades. It was always my destiny to follow in his path.
When I came of age, I entered the service of my Empire. The night before I left my home to begin my new duties, my father took me aside and handed me his sword. A legionaire's sword, decorated with the Tallione eagle. It was the sword of my grandfather, blessed by the gods, an heirloom of the Ventus line. Not a noble's weapon, not gilt or jewels adorn it. It is the sword of a soldier. Sharp. Made to be used. I wore it with pride as I joined the legion. Two years later I marched for Dorinth with the sword at my side.
The war seemed to be in our favor at first. We marched on Dorinam as conquerers, and quickly defeated their weak king. But the people themselves proved more of a challenge. As the war continued, our losses increased. True to my father's tales, the Dorinthians were fierce in battle. I reveled in the conflict, eager to prove myself on the field of battle. But as the fighting grew more fierce, I began to notice changes in the character of the legion. Discipline broke down, and often the troops were allowed. . . or encouraged to commit horrible deeds in the name of the Empire. This was not two armies meeting on the field of battle with honor, this was not the way of my father.
I stood victorious at the Battle of Kalden. The fighting had been fierce, and our victory won at a terrible cost. But we had held the day. After the battle though, the mood turned dark. My fellow soldiers, and the officers meant to be their guidance, all turned upon the civilians and refugees. The innocent and the helpless were slaughtered. . . in the name of the Empire. Sickened, I turned away from the massacre and tried to flee. My commander noticed my motion, and moved to confront me. We argued over the bloodshed, and I decried the legions' atrocities. He drew his blade on me and I was forced to defend myself. I left his body on the field of battle as I stumbled away in a daze. I gazed down at the blade of my sword, red with blood, Tallione blood. I had betrayed the memories of my father and grandfather. . . or perhaps the Empire had betrayed their memories . . . or perhaps both.
I found myself alone, outside of the town, covered in the blood of my own comander. I threw aside the trappings of my service. The shield and the cape and the spear of a legionaire were all cast aside, but the blade stayed with me. I could not bring myself to abandon it. I replaced my shield with that of a fallen Dorinthian soldier and fled into the night. I had no direction, and no concept of what awaited me, but I could no longer return.
DM's Note:
As a former Imperial soldier, Ventus had a hard road becoming accepted among the Dorinthians, but he has bled alongside their warriors in protection of their new home and gained their respect. He normally engages the enemy in melee, alongside Barok and Silas.
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Barok Hume, Male Human Rogue
Player: Nephtys
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Player's Note
Personality
Self-reliant, independent-minded, doesn't like to dwell on the past (or much of anything really). He's been trough hell, and he's repressing it for all he's worth.
Background
The pay was good, so he joined the army. The pay got less good, so he found other ways to make money. The war came and changed everything.
Thrust into a role he never would have wanted he found himself forced to flee the foes who murdered his family, leading a column of refugees into the mountains.
DM's Note
Barok is the bad boy of the party. He's taken over as the party's rogue after Rix and Chalik departed the group, but has also taken over much of Rix's outlook. Barok is hoping that Dartis declares himself king, since he wants to have a position in a new order if it is formed along with the wealth and power that it would bring.
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Nikolos Viridikos, Witness of Adeiros the Seeker, Male Human Cleric
Player: Blarkon Dragonslayer
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Player's Note
Description: Nikolos is a slightly pudgy man, standing 5'10", weighing about 190lbs. He has dark hair, which he keeps cut close to his scalp, and lively dark eyes, which seem to always be examining everything about him. He's usually cheerful, and busy. Most often, especially in the field, he is wearing heavy exploring clothing, and his armor. Otherwise he wears the burgundy vestments of his calling as a Witness.
Background: Nikolos is the third son of a prominent Craecean family. An ancestor of his had the great good sense to quickly leap to serve Craece's Tallione conquerors. This act of foresight (at the time, the Talliones hadn't 'quite' actually conquered Craece) has assured the Viridikos family of high position in the long conquered but ancient and honorable land. As the third son, Nikolos was not in position to inherit the family lands and offices, nor was he expected to rush off and join the Tallione legions. Instead, his father purchased for him a position in the Church of the Seeker. It was expected that he would seek, and eventually gain, a high position amongst the Archivist Order, thus adding more illustriousness to the house of Virikidos.
Instead, Nikolos joined the Delver's Order, and set out to see the wide world. He hasn't been back to Craece since, and has little intention of returning anytime soon. As a Witness, he travelled with the two legions making the amphibious landing during the conquest of Dorinthia, so that he could witness and record the glorious march of Tallione arms. What he saw wasn't exactly what he expected. Now that the war is largely won, he's traveled on north, intent upon viewing the lands and peoples still resisting the vast might of the empire.
DM's Note:
Nikolos has been following the party, somewhat because of professional curiosity, but also because he has found himself growing attached in a very personal way.
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Caramip Ashhearth, Female Gnome Bard
Player: Bloodweaver 1
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Player's Note
It has been Caramip clan’s long duty, honor, and privilege to weave the tall tales of all great heroes, villains and commoners that have been thrust into all of the large wars that have scarred this vast realm. This war is no different. With two of her fellow clan members scattered throughout the battle field each taking a different side, Caramip instead hitches a ride with a local noble. Hoping to witness at first hand the greatest tale of the whole war.
DM's Note
Caramip is a follower and assistant of Nikolos, but has much more of a lighter side. Out of the two, Caramip is more compassionate over the plight of the Dorinthians and has been influential when it comes to convincing Nikolos to forego professional distance in order to render aid to those in need.
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Connavar Banouin, Male Human Barbarian
Player: Leinart
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Player's Note
Appearance: Conn is a tall and powerfully built individual. Standing at almost 7 ft tall with huge corded muscles he is an imposing figure to say the least. His blonde hair is shoulder length and is kept out of his face by a black leather cord. He has sharp blue eyes. And has an almost permanent stubble.
Personality: Loud, brash and bold and reckless. He lacks subelty prefering the direct approach. He is also incredibly stubborn
Background: Conn was born to a small village out west nestled in the shadows of the dukel mountains. His home was one of choas and violence as the area had never been restored after the last war. He never knew his mother and his father abandoned him at the age of 13 to go to war thus leaving conn to fend for himself. He spent the couple of years fighting for survival and joined up with the rebels when he was 16. His fighting based on his stubborn will to live and savage rage at the life he was forced to endure. He earned the reputation as a fierce warrior and pulled his squad through several tough situtions with his never say die attitude. He was present at the battle of kalden and was one of the few survivors that withdrew to fair creek. Since he has been around he has pulled his weight and then some to ensure that they save as many people as possible. He has also recently tried to gain the attentions of Syra Dorin, much to the chagrin of her older brother.
DM's Note
Conn ran into the party when they were deep in enemy territory, his character going on a solo and bloody vendetta of his own and running into them by chance.
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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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..~~^^^^^^^////////...~~............................................. ..Dorinth...................~~~~
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~~................................................ ...Tallione Empire.........................................~~
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Religions
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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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Cast of Player Characters:
Danica Swann, Female Human Sorceress
Player: Kobold Stew
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Player's Note
At the start of chapter 1, Danica is a 16-year-old girl who has worked for the past 18 months cleaning up for Randal's Ruffians. It's a job, and she does it tolerably well--her smile means they like her, and generally treat her well, even if she is not particularly good at it. The men joke with her, and have taught her some fighting tricks--self defence, how to use weapons, etc. -- because it amuses them, and she seems to have a good eye for such things. But she is not indentured, and has lately been thinking that she should try something new. Like most of the girls in Fair Creek, her body has been going through changes recently. In Danica's case, though, they have been more extreme: she is a spellcaster, it seems, though this is something she has not told anyone. It's not a secret, and she suspects that Hector has figured it out though he hasn't said anything to her. But she doesn't want to make a deal of it. She has discovered that she has ways of fending off the unwanted advances of the occasional drunken Ruffian, and that has made her job a little bit easier.
When she hears about the Baron's call for assistance, she decides to offer her services. Danica brushes her hair, puts on her cleanest dress, and presents herself.
Between chapters 1 and 3, Danica had been working as a courier, carrying messages between the various factions of this temporary alliance. Much of her time had been spent alone, waiting for a message or for a reply that she is to bring. This work has expanded her horizons immensely--even in seeing the camps of other races, she has been introduced to new aspects of life. On her own, though, she has felt her magic developing. It will not be easy to keep it secret much longer, she thinks. She feels the powers of life, but with them comes the powers of unlife. This has her scared, but she is emboldened to see what she is now capable of.
Before chapter 3, Danica was dressed as a young boy, serving as a crossbowman. Her disguise was far from perfect, but she thought it helped avoid attention. She is small and pretty, but this is hidden by the fact that her clothes are plain and not especially clean and she keeps a pet rat. Her hair has been cut, roughly, to shoulder length, but she continues to take care of it. Still, most people would not take a second look at her, which is apparently what she wants.
But occasionally, she changes. It is sometimes clear, only in passing, that her natural posture is excellent, even though she often slouches. When she smiles, at you, well, it sticks with you for days, as you try to understand what it was she meant by that. And occasionally, when she's mumbling to herself about something or other, she momentarily can seem like the only person in the room.
After Chapter 3, Danica finally revealed (confessed) that she has magical abilities, and with this, there is a noticable change in her demeanor. She is standing taller, her shoulders are a bit more relaxed, her chin is steady, and she is no longer hiding herself from the world. She is wearing a dark blue silk bouse that shows off her figure, tucked into traveller's pants, with leather boots rising to her upper calf. Her dark hair, still cropped short, has at least been evened out.
She carries a crossbow at her side, and a backpack over her shoulder.
Her smile is still there, and there is a spark in her eyes, that for some, will suggest ambition.
DM's Note: Kyle Radnal has treated Danica as the daughter he never had, and had known about her secrets though gave her respect by not confronting her about it. She has been quite the addition to the team, usually acting in a support role, while being deadly on occasion with her trusty crossbow. She is also one of the more innocent and pure of the characters.
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Vaerixsjach “Rix”, Male Kobold Rogue
Player: Ferrix
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Player's Note
Description
Rix is a runt, but a brilliant and talented runt. He stands a meager two feet in height, although if he stretched his double-jointed legs out, he might make two and a half. His limbs are long and spindly, his finger tips reaching almost to his knees. His scales are like polished steel which has been rusted and pitted, a subtle glisten remains. He carries a small backpack, a longspear and a light crossbow. Covering his eyes are a pair of smoky goggles. A yellow bandana runs around his reptilian forehead.
Personality
Brilliant, shy and coordinated, Rix is thoroughly sure of his ability to deal with whatever comes his way. Whether if that’s by knowing when to run away, or when to take advantage of the situation, he’s capable of it. The loss of his clan has left Rix without the social hierarchy and structure that he’s used to, something which he yearns for. Preferring to keep out of the midst of any conflict, he prefers to set traps and then ambush his opponents from afar with his crossbow. He has a misplaced dislike for the typically brutish orcs, blaming them for the fall of his clan.
Combat Preferences
Rix prefers to avoid melee combat at almost all costs. If anything he'll resort to using his longspear from behind a meatshield (ally). If he gets closed on, he'll Withdraw (35 ft. speed) or Tumble away. He will try to work anything to a tactical advantage (cover, concealment, high ground, rough ground, etc.). If he can he'll attempt to maximize sneak attack potential (hit-and-run hide tactics with his crossbow preferrably, although flanking with his longspear works too). He always focuses his attacks on important figures letting his companions deal with lackeys (spellcasters are often his primary target). He uses his small size to his advantage, he is only 2 ft. tall basically so will hide under tables, chairs or get up on the top of dressers, beams, etc. He likes putting something between him and his enemy that keeps his enemy from getting to him, whether that's companions, rough ground, a wall, climbing whatever.
DM's Note
Rix made no effort to hide his evil intentions, though the kobold was influenced by the better-minded Dorinthians. The local church leaders took a special interest in trying to steer him to an honorable path, and he made strange friendships with the good-hearted Kel, Alexander, and (especially) Danica. Somewhat loyal to his friends, but greedy and conniving, Rix is a strong-willed character.
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Alexander, Male Half-orc Ranger
Player: Land Outcast
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Player's Note
Basic Story: Born at a small hamlet in middle of the forest where his mother moved to give birth to a half orc, in search of a medium where said kid could fare better. When she left he was still young, and was left under the care of the local priest of the Huntress, a man who went by the name of Ravil. Alexander trained as hunter for the hamlet, and everyso often did scouting assignments requested from Fair Creek. One day, after a week's scouting he returned only to find the hamlet in ruins, the shrine desecrated, everything he had known burned and brought to floor level.... and the corpses gnawed upon...
Aberrations under the command of the enemy stormed the hamlet, undead, those who corrupt the undending cycle, as the Huntress taught it. He picked up two things, a broken blade, which he affixed to his left wrist with a leather cord and some leather to protect his flesh, and a holy symbol of Artemis, which was still held by the amputated hand of whomever.
*He has a brownish mark on his throat, reminiscent of a near encounter with death at the jaws of a wolf.
DM's Note
Alexander was the defacto leader of the group, until he was captured and Dartis took a larger role in the party. The half-orc fell in love with the baron's daughter, Syra, and also has a twin sister named Alexandra that is a paladin. Unfortunately, the player of Alexandra did not continue the campaign after our first chapter was interrupted and wiped out by the ENWorld crash earlier in 2006.
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Silas Eyrstan the Caernite, Male Human Abjurer
Player: GlassEye
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Player's Note
Silas Eyrstan, known as the Caernite, was born amidst blood and tears in the town of Fair Creek to a mother who did not long survive his birth. Weeks later his father, a skilled stonemason, returned to Fair Creek from the Dorinthian capital where he had been employed in making repairs to the High Temple to find his wife buried. When the midwife placed the robust baby boy in his arms he found he could hold no resentment in his heart but only love for his child.
The next years were tough. A succession of cruel or indifferent housekeepers left Silas disinclined to leave his father’s side and the elder Eyrstan disinclined to forbid his son anything if it were within his power to provide. Luckily, Silas’ only desire was to be at his father’s side. Throughout his childhood Silas learned a fair amount of the stonemason’s trade by doggedly following his father as he travelled the lands repairing the great structures of Dorinth or building new architectural wonders.
It was the intent of both father and son for Silas to apprentice in the stonemason’s craft. That is, until the elder Eyrstan was hired to work among the crew expanding the keep of Baron Karadore. The stonemasons were instructed to salvage stone from a nearby ruin. Silas found the ruin a site of endless fascination and spent countless hours roaming through it. Fascination became near obsession when young Silas discovered runes carved into the walls deep within the ruin. Though the runes were totally foreign to him he spent hours studying them, tracing their shapes in the dirt, and finally begging, borrowing, or just plain stealing what paper he could to make rubbings of the runes before the stonemasons could come to take the stone.
Totally absorbed in the making of one of his rubbings, Silas was discovered (and, quite frankly, nearly startled out of his wits) by a short fellow, stocky as stone. The fellow’s irritation and gruffness melted away when he discovered Silas’ passion for the runes and it was only a short time after that Silas was able to convince his father to apprentice him to the odd scholar.
Silas’ apprenticeship was one of excited discovery. Language, history, architecture; the scholar encouraged Silas’ passions for it all, provided method for the young man’s researches, and awakened and trained his latent talent for manipulating the forces of magic.
Years passed, his apprenticeship ended, and Silas became known (in a very small circle, however) as a promising young Caernite scholar. He married, had a child of his own. And then disaster: the Nestrav Empire invaded Dorinth. Unable to let other men bear the brunt of defending his family and country, Silas charged his aging father with taking his wife and son to safety in Fair Creek and set off to war where his education allowed him to take the position of adjunct to a low-ranked officer.
After Dorinth’s Last Stand Silas wearily made his way to Fair Creek only to find the town deserted. In exhaustion and despair for his family, Silas collapsed. Found by one of Radnal’s Ruffians, Silas was led to the refugee camp in the Silver Forest where he was reunited with his family. With the looming threat of the Nestravians and their dark allies, Silas will do what it takes to find a safe haven for his family…
DM's Note
The running gag with Silas is that he enjoys fighting on the front lines, and often engages the enemy with his quarterstaff in hand and armored with protection spells. He's actually been quite an effective fighter, too, and has become the unofficial advisor to Dartis, who is looking to becoming the new king of the Dorinthians.
His name is not to be confused with Silas Generwine, the elven diplomat and adventurer.
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Kel, the Male Elven Cleric
Player: D20Dazza
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Player's Note
Appearance: Wild, foreign, feral, draped in furs and shells, fangs, feathers and claws.
Personality: Tactirum, cautious, observant, calculating
DM's Note
To fill in some information on Kel, he started out in agreement with Silas Generwine, in that the humans needed to be watched. He quickly began changing his mind after forming a strong bond with Alexander, Danica, and Rix. Currently he has retired from adventuring in order to become a leader in the more pro-Dorinthian factions of the Elven Council despite his young age.
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Baron Dartis Kalnian, Male Human Fighter
Player: Fenris
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Player's Note
Appearance: Dartis is a young man whose bearing has all the hallmarks
of his aristocratic upbringing. His blond hair is short in the manner of the archers.
He keeps a sword by his side as he tends to be too close to the enemy when he runs out of arrows.
Background: Dartis was the youngest son of the Baron of Kalnian,
a small Barony located in the south. Like his brothers Dartis was raised
to join the cavalry. He was taught to ride and shoot at a young age. When
he reached majority, Dartis joined the army just as all the Kalnian's had
before him. But unlike his ancestors, times were troubled and the Tallone
were always a threat. Dartis was stationed on the southern border and
watched for Tallione incursions becoming involved in minor skimishes along
the border. The real trouble began when the order came to move north to
quell the riots. Dartis was glad when his commander told them they weren't
moving as he didn't believe that they should leave the border updefended to
support the corrupt rule of Rasnen. Once the Tallione invaded soon after
things changed, Dartis was first and foremost a Dorinthian and he would
defend his country from the Tallione. His unit was pushed back, and further back.
The losses were very hard and his unit was disbanded and he was reassaigned
to a unit from the small town of Fair Creek. This was a small bit of good fortune
for him on a foul day as he found out that after a long seige his father's keep
had finally fallen in the south and his family slain.
Dartis was there at the Lost Battle of Kalden and followed his commander back
to the town to report the massacre. Dartis rode his horse so hard getting back
the the poor beast that hea had had since he was a boy, died from the run, But
the warning was sent. Dartis followed the town watching over the
migration and awating orders from the only current leige he had, Baron Dorin,
on how to proceed. Meanwhile he lost most everything he had in the flight from
Kalden, but his weapons he had with him.
DM's Note
Dartis has become the leader of the party, and because of his royal heritage he also seeks to become king of a New Dorinthia. Recently, he has proposed to Syra and made friends with Cal in order to cement his position. Still, he is finding that politics can be as dangerous as adventuring, even among those that are his comrades.
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Chalik Bermax, Male Dwarven Fighter/Rogue
Player: Ilium
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DM's Note
Chalik was only with the party for a short time as they ventured into some caverns past a seal in the dwarven kingdoms. He was the party replacement for Rix until Barok became a member.
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Tessan Ventus, Male Human Fighter
Player: Hafrogman
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Player's Note:
I am a soldier, as was my father before me, and his father before him. Legionaire's all, we did battle as men, on foot, face to face with our enemies. Our lives for the Empire.
I was born while my father was away, fighting for the glory of Tallione. He was there during the during the final push of the last Dorinthian War. He was one of the few who made it back at all, even if he was no longer the man he used to be. Often in my youth he would sit by the fire at night, looking at the space where his leg should have been and he would tell me tales of his service. The battles and the glory, and the terrible losses that the Dorinthians wreaked upon his comrades. It was always my destiny to follow in his path.
When I came of age, I entered the service of my Empire. The night before I left my home to begin my new duties, my father took me aside and handed me his sword. A legionaire's sword, decorated with the Tallione eagle. It was the sword of my grandfather, blessed by the gods, an heirloom of the Ventus line. Not a noble's weapon, not gilt or jewels adorn it. It is the sword of a soldier. Sharp. Made to be used. I wore it with pride as I joined the legion. Two years later I marched for Dorinth with the sword at my side.
The war seemed to be in our favor at first. We marched on Dorinam as conquerers, and quickly defeated their weak king. But the people themselves proved more of a challenge. As the war continued, our losses increased. True to my father's tales, the Dorinthians were fierce in battle. I reveled in the conflict, eager to prove myself on the field of battle. But as the fighting grew more fierce, I began to notice changes in the character of the legion. Discipline broke down, and often the troops were allowed. . . or encouraged to commit horrible deeds in the name of the Empire. This was not two armies meeting on the field of battle with honor, this was not the way of my father.
I stood victorious at the Battle of Kalden. The fighting had been fierce, and our victory won at a terrible cost. But we had held the day. After the battle though, the mood turned dark. My fellow soldiers, and the officers meant to be their guidance, all turned upon the civilians and refugees. The innocent and the helpless were slaughtered. . . in the name of the Empire. Sickened, I turned away from the massacre and tried to flee. My commander noticed my motion, and moved to confront me. We argued over the bloodshed, and I decried the legions' atrocities. He drew his blade on me and I was forced to defend myself. I left his body on the field of battle as I stumbled away in a daze. I gazed down at the blade of my sword, red with blood, Tallione blood. I had betrayed the memories of my father and grandfather. . . or perhaps the Empire had betrayed their memories . . . or perhaps both.
I found myself alone, outside of the town, covered in the blood of my own comander. I threw aside the trappings of my service. The shield and the cape and the spear of a legionaire were all cast aside, but the blade stayed with me. I could not bring myself to abandon it. I replaced my shield with that of a fallen Dorinthian soldier and fled into the night. I had no direction, and no concept of what awaited me, but I could no longer return.
DM's Note:
As a former Imperial soldier, Ventus had a hard road becoming accepted among the Dorinthians, but he has bled alongside their warriors in protection of their new home and gained their respect. He normally engages the enemy in melee, alongside Barok and Silas.
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Barok Hume, Male Human Rogue
Player: Nephtys
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Player's Note
Personality
Self-reliant, independent-minded, doesn't like to dwell on the past (or much of anything really). He's been trough hell, and he's repressing it for all he's worth.
Background
The pay was good, so he joined the army. The pay got less good, so he found other ways to make money. The war came and changed everything.
Thrust into a role he never would have wanted he found himself forced to flee the foes who murdered his family, leading a column of refugees into the mountains.
DM's Note
Barok is the bad boy of the party. He's taken over as the party's rogue after Rix and Chalik departed the group, but has also taken over much of Rix's outlook. Barok is hoping that Dartis declares himself king, since he wants to have a position in a new order if it is formed along with the wealth and power that it would bring.
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Nikolos Viridikos, Witness of Adeiros the Seeker, Male Human Cleric
Player: Blarkon Dragonslayer
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Player's Note
Description: Nikolos is a slightly pudgy man, standing 5'10", weighing about 190lbs. He has dark hair, which he keeps cut close to his scalp, and lively dark eyes, which seem to always be examining everything about him. He's usually cheerful, and busy. Most often, especially in the field, he is wearing heavy exploring clothing, and his armor. Otherwise he wears the burgundy vestments of his calling as a Witness.
Background: Nikolos is the third son of a prominent Craecean family. An ancestor of his had the great good sense to quickly leap to serve Craece's Tallione conquerors. This act of foresight (at the time, the Talliones hadn't 'quite' actually conquered Craece) has assured the Viridikos family of high position in the long conquered but ancient and honorable land. As the third son, Nikolos was not in position to inherit the family lands and offices, nor was he expected to rush off and join the Tallione legions. Instead, his father purchased for him a position in the Church of the Seeker. It was expected that he would seek, and eventually gain, a high position amongst the Archivist Order, thus adding more illustriousness to the house of Virikidos.
Instead, Nikolos joined the Delver's Order, and set out to see the wide world. He hasn't been back to Craece since, and has little intention of returning anytime soon. As a Witness, he travelled with the two legions making the amphibious landing during the conquest of Dorinthia, so that he could witness and record the glorious march of Tallione arms. What he saw wasn't exactly what he expected. Now that the war is largely won, he's traveled on north, intent upon viewing the lands and peoples still resisting the vast might of the empire.
DM's Note:
Nikolos has been following the party, somewhat because of professional curiosity, but also because he has found himself growing attached in a very personal way.
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Caramip Ashhearth, Female Gnome Bard
Player: Bloodweaver 1
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Player's Note
It has been Caramip clan’s long duty, honor, and privilege to weave the tall tales of all great heroes, villains and commoners that have been thrust into all of the large wars that have scarred this vast realm. This war is no different. With two of her fellow clan members scattered throughout the battle field each taking a different side, Caramip instead hitches a ride with a local noble. Hoping to witness at first hand the greatest tale of the whole war.
DM's Note
Caramip is a follower and assistant of Nikolos, but has much more of a lighter side. Out of the two, Caramip is more compassionate over the plight of the Dorinthians and has been influential when it comes to convincing Nikolos to forego professional distance in order to render aid to those in need.
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Connavar Banouin, Male Human Barbarian
Player: Leinart
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Player's Note
Appearance: Conn is a tall and powerfully built individual. Standing at almost 7 ft tall with huge corded muscles he is an imposing figure to say the least. His blonde hair is shoulder length and is kept out of his face by a black leather cord. He has sharp blue eyes. And has an almost permanent stubble.
Personality: Loud, brash and bold and reckless. He lacks subelty prefering the direct approach. He is also incredibly stubborn
Background: Conn was born to a small village out west nestled in the shadows of the dukel mountains. His home was one of choas and violence as the area had never been restored after the last war. He never knew his mother and his father abandoned him at the age of 13 to go to war thus leaving conn to fend for himself. He spent the couple of years fighting for survival and joined up with the rebels when he was 16. His fighting based on his stubborn will to live and savage rage at the life he was forced to endure. He earned the reputation as a fierce warrior and pulled his squad through several tough situtions with his never say die attitude. He was present at the battle of kalden and was one of the few survivors that withdrew to fair creek. Since he has been around he has pulled his weight and then some to ensure that they save as many people as possible. He has also recently tried to gain the attentions of Syra Dorin, much to the chagrin of her older brother.
DM's Note
Conn ran into the party when they were deep in enemy territory, his character going on a solo and bloody vendetta of his own and running into them by chance.
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