Lyram's Book--Aelwynn Recruiting a Leader

Dice4Hire

First Post
This will be the place for my new play-by-post, a level 6 adventure in my homebrew world of Aelwynn. See posts below for character creation and some background info.

Premise: The Council of Nine in Durul keeps many relics of their triumph over the dragons, and one of them in Lyram's Book, which contains a copy of part of the contract between the aristocrats of Durul and the devils that converted them to tieflings. A valuable find. You ahve been infiltrated into Durul and are ready to meet the agent who got the book. Your job is to carry it back to a journey of only a week. No problem right? Oh, right, the tieflings want to book back. And they know it is gone.
 
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Dice4Hire

First Post
The Continent of Aelwynn

Country Capital Vice Virtue

Aquis Silverlyn Lust Generosity
The people of Aquis are the fun-loving, scandalous part of society in Aelwynn. The towns scattered along the lake and near the ocean, they live lives of pleasure and inspiration. Full of artists, bards, and pleasure seekers of all kinds, their society is a dual one. On the surface it is a place for all to enjoy themselves, but in the darker corners, it can be a very dangerous place, and their underworld is second to none. Lust of power, wealth, or just flesh makes for a dark underside to this country.

Amonti Corden Gluttony Liberality
Amonti is a country full of masochists. Constantly pushing themselves as far as each individual can go, contests are commonplace, and people behaving in odd or nearly suicidal ways is the norm, and not commented upon. Taking freedom to new heights this country has no government at all, but they are feared fighters, and their remote location makes them an unattractive target for war.

Durul Strongcliff Greed Diligence
The Durul are the descendents of those who helped drive the dragon overlords from this land, and they take great pride in this. However, it is unfortunate that they did not do this to better others, but instead to take everything for themselves. The pacts they used were also not much appreciated. They have fought for hundreds of years against Mallanas and Xaniatia over this long-ago war, and relations are terrible. On the plus side, they have a strong wills and concentration on details that are to be respected. Those of Durul make bad enemies, for they do not forget and will come someday.

Egonis Redwell Mill Sloth Humility
The people of Egonis have been the backwater of Aelwynn since before recorded history and nothing will ever change that. With small farms, minor towns, average centers of learning, the only thing they really contribute to the world is clerical power. Able to subjugate themselves to the gods like no others, they are oddly willing to push another’s agenda, if not their own. Sloth, the desire to do “just enough” and a lack of pride in the community means most people just get by, and do little or nothing to stand out. Unusually among most countries, women wield all political power, instead of just a portion.

Mallanas Lochcastle Wrath Valor
This feudal country has the strongest knights and warriors of the lands. With a rigid hierarchy and strong bonds between the different members of society, one would think they would not fight amongst themselves as much as they do, but it is so. Valor, the desire to seek out new horizons and experiences draws them into most parts of the continent and beyond, but wrath, their weakness, causes them to insist one salving imagined slights with blood. Good friends or terrible enemies, there is little in between.

Segasand Erihedge Envy Patience
The people of Segasand are sure that the dragon lords are coming again soon, if not this afternoon, then surely tomorrow, and are waiting for this to occur. Most of their towns and cities still have festivals honoring the dragons, and leave out their tribute on the designated days each year. There are a lot of bandit raids on towns and villages on those days. Banditry is totally out of control in this country and mercenaries are a major export. The people of Segasand have a poor reputation in the world.

Xaniatia Waylea Pride Kindness
The people of Xaniatia consider themselves the elite of the land, the direct descendents of the last dragon-sworn. They mostly live in the high mountains, though there are towns in the smaller, deep valleys, sometimes still linked by the ancient roads, tunnels that go miles through the earth. They have pride, indeed, and most can trace their lineage back to actual dragons themselves, or at the very least to the dragon’s top servants. Their pride is balanced by kindness, for they care for those who accept their superior position, or at least those who can prove they deserve respect themselves.
 

Dice4Hire

First Post
Country Major Races Major Classes
Alignment Government

Aquis Human, Half-elves Rogue, Bard,
Evil Underworld Despotic

Amonti Human, Goliath Battleminds, argents, monks, Rangers, Barbarian
Good Family/Tribal

Durul Human, Tieflings Warlocks, Avenger,
Chaotic Evil Dictatorship

Egonis Human, Halfling; Clerics(wis), Druids
Unaligned Matriarchy

Mallanas Human, Fighters, Warlords, clerics.(str), Paladins
Lawful Good Feudal

Segasand Human, Half-elves, gnomes, Half-orc Rogue, Shaman, Warden
Unaligned Democracy

Xaniatia Human, dragonborn, Eladrin Wizards, swordmages, Warlord, Invoker, Psion
Good Meritocracy

Dwarves, Shifters and Elves are rare, but can be found in most countries.

There are very very few Githzerai, Wilden and Minotaurs. around, but a few live at any one time.

Devas, Shardminds and Warforged would be nearly unique
 

Dice4Hire

First Post
Timeline

Prehistory: Dragons rule the lands, and most intelligent races exist on their sufferance, with little reaction except predator and prey between the dragons and non-dragons. The first servitor races are elves, dwarves, and humans. The rest come later.

-5000 to -2000 or so. The Age of Wisdom, when dragons start to become more than just beasts, develop their magical powers and intelligences, and start to form communities. At first just dragon communities, the Freeholds develop later, where dragons gather members of lesser races around them to further their own interests, but incidentally develop the various races into the types they are now. Overall, life is good as the dragons fight, but only between themselves, and their servitors do not get involved.

This is the beginnings of Dragonborn and several other races, created by the dragons from other stock to better serve them.

The lesser races develop Psionic and Arcane magics at this time. But as yet, the gods do not exist, or are unreachable. This is the high time of arcane, elemental and psionic magics, and many items of immense power are created.

-1500 the barriers between the planes abruptly weaken and the war raging in heaven spills over to the world. Demons, devils, angels and uncounted more descend to the world and start battling each other and seeking allies. They draw some of the lesser races away from the dragons, and warfare breaks out between the natives of this plane and the various immortals, other participants in the Dawn War and their peoples.

The lesser races develop ties to the primal spirits, who use the lesser races to fight their immortals in their places, and this draws the races away fro the dragons, who cannot touch primal magics being arcane, elemental and psionic. Many dragons are dead by this time.

-1200 The immortal wars are mostly over, and life has changed a lot. Although the dragons still rule their freeholds, the numbers are much reduced and there are many independent cities and towns where people live outside of the dragon’s influence. Overall this is a peaceful existence, but some dragons and lesser races do not like it, still, and there are increasing conflicts.

-1000 The heavens are at peace, and the emissaries of the divine gods and goddesses start to appear in the lands, along with their darker counterparts, the immortal devils and other planer races. The elementals and primordials are suspiciously absent, and to all accounts they are the loser of the heavenly wars.

Divine magic is born and again, this is not granted to the dragons, who see the lesser races starting to develop comparable power. No longer would it take a mass of servitors to annoy or injure a dragon, now a small group has that power, or even the power to kill a fully-grown dragon. And in about –500 or so, individual servitors exist whose power matches that of full dragons.

Things get darker, with some dragons adjusting, but more starting to try to oppress the peoples, outlawing study of magics and killing, openly or secretly, those with the talent to oppose them. The winds of rebellion start to blow, and the world descends into darkness.

-500 to –300, first rebellion and then war stats to rage between the dragons and their servitors and the other lesser races. Some areas are overthrown quickly, and some more slowly, the last areas under dragon control being Mallanas and Xaniatia.

Finally in about –340, the free races in Durul, especially the noble humans, make a pact with the devils of the Astral Sea, and they are granted a plague that affects draconic and elemental creatures, killing some, sterilizing many, and sickening all. The price for the Durul is high, though, with half becoming Tieflings and the rest becoming sacrifices.

-300 The dragon overlords leave in the night of desolation, fleeing north to unknown lands, from which they have rarely returned. Lesser dragons still come, but the sickness is still here ,and few dragons have figured out or developed an immunity to it, so for now, few dragons walk the land. Young dragons seem immune, but it is not long before most must leave or die.

The mountains and shores to the north and north-east of the continent are very wild with little civilization even in the high times, and much less or none now. Tribes of humanoids, failures of breeding programs or deliberate mutations by evil dragons live up in the mountains, along with odder abominations, including extra-planer creatures who could not find a way home or did not want to.

Civilization forms to the south and south-east and west, with communities rising, both for protection against e dangers of the mountains and the remnants of 2000 years of terrible conflict. Most cities are still small, numbering in thousand, not tens of thousands, and some races still searching for their place in the world.

But the ancient Freeholds, some of them massive buildings and extensive ruins draw adventurers, even though there are terrible dangers there. There is much room for adventurers, especially the Silver Society.

0 Current Day
 

Dice4Hire

First Post
Features of Aelwynn

The Dragon Plague

This is the most famous remnant of the age of the dragons, and is still a danger to true dragons, dragonborn and lesser draconic creatures, though it is worst for true dragons. There is no cure for this disease, and once someone has it, it never goes away. It occasionally affects those even with a distant draconic ancestor, but this is rare.

Endurance or Arcana (-2 to rolls) ; Improve DC 31, Maintain 22, Worst 21 or lower

Stage one ß---à Stage Two ß---à Stage Three ß---à Stage Four ß---à Stage Five

Normal Skin blotches Weakness Sterility Death

But still present (-1 charisma checks) -2 to damage -2 HS If raised back to
–4 further checks stage four

True dragons roll once a month starting when they hit 100 years old
Dragonborn roll once a year when they hit middle age.
Dragon kin roll from once a month to once a year when they hit middle age depending on the % of dragon blood.


The Magical Eddies of Xaniatia

Xaniatia was the dragon’s stronghold, and though their own elemental natures and the strength of many of their servitors in Arcane, Divine and even Psionic and Primal magics, much of it is still in the mountains. Rivers of the various magics flow under and through the ground, and occasionally into the air in the mountains and even occasionally into the lowlands, causing random effects

Most people who live in the mountains will only see an eddy once a decade, but those who know where and how to search for them can typically find one once a month or so. Most eddies are the size of mall balls, but on occasion larger ones the size of bushes or even houses are found, though most of those are underground.

Wizard who will talk about these eddies call them pools of residuum, or pure magic, and say that with the right knowledge and rituals, magic far beyond the abilities of normal people of this age can be done. There are enough stories that this is probably true, but the danger of not controlling one of these residuum eddies keeps most people away/



The Abandoned Freeholds

There are hundreds if not thousands of ancient freeholds scattered over Aelwynn, in all types of terrain and of all sizes. The most ancient ones are the simplest, built only for dragons, and with no consideration for servitors, while the newer ones are also large, and frequently larger, but with both draconic and servitor areas. Many of them have multiple chambers and tunnels for immense wyrms, and dormitories, libraries and the like for the servitors who once lived there.


Abandoned once the dragon inhabiting them dies of disease or combat, many were sealed off, but not emptied, so many hold ancient magics, wards and whatever has moved into them in the last few thousand to few hundred years.

The saying “Know the dragon, know the hold” is a good warning for adventurers. Some dragons were scholarly rusting types, but many were a bit paranoid, and filled their lairs with secrets and traps, sometimes the very traps that killed them.

Great wealth lies in these warrens, but great dangers, too.


The Five Stones

These are the most powerful artifacts made in the world of Aelwynn, one attuned to Elemental, Divine, Arcane, Psionic and Primal magics, conferring immortality on their wielder and a vast array of powers. Supposedly hidden away by those who fear their power, they have not surfaced publicly in centuries, but rumors of their presence, and he occasional event bring them to the forefront of people’s minds again.


The Dead Lands

There are places in the world, some the size of small houses and some hundreds of yards apart, where magic does not work, at least any kind but Martial, which seems to work anywhere. These zones can be one kind of magic (elemental, psionic, divine, or arcane) r several, or all of them. These zones can make things dangerous for users of those magics, as they can suddenly find themselves unable to use their magic, or have them strongly weakened. Some say the fabric of the world was ripped during he old wars.

The Living Forest

In northern Egonis, is the Forest of the Druids. This forest has a huge number of living trees and other plant-like creatures and is strongly avoided. Intelligent creatures are not welcome, though druids can gain admittance, but even for them it is hard.


Societies and Groups

The Silver Society is a large, loosely connected group of adventurers who work with one of the ancient dragons, who seems to not be affected by the Dragon Plague. His name is Alister, and he has been alive a very very long time. The Silver Society seeks the rise of civilization, and thus, they work outside its strictures to some extent to protect the weak form dangers they cannot face.

The Rules of the Society are:
You must help the weak against threats they cannot deal with themselves. But you choose how you help them.
You may not own any land, nor have any titles or positions of power outside the society until you retire.
You may not have any possessions beyond what you can carry or fit in your storage room in the Silver Fortress in Mallanas.
You can expect and demand payment for your services, but not more than 5% of what a group has.
Any treasure you liberate is yours alone
Once you retire, you are out, forever.

The Silver Society has mixed reactions in various parts of the world, but the more common folk regard them as heroes for the most part, and they can muster massive force against threats to the peoples of Aelwynn, be they divine, primordial, or otherwise.


The Nine Tails are a very dangerous group of Tieflings based in Durul who trace their lineage directly back to the devil pact. They seek ancient powers and think they can ascend to rulership over everyone in Aelwynn, with enough work. With a good network of assassins and spies, plus contacts with various cults and criminal groups, they keep the rest of the continent off-balance.


The Scions are in Aquis, and are a vicious group of thugs, with not very many redeeming qualities. There are persistent rumors among the Silver Society that most if not all of their top members have extraplaner origins, and enough of them have been uncovered to lend a great deal of credence to this theory. The Scions do ot try to expand too far, but their missions can take place just about anywhere, so their tendrails are present in most places. They draw their justification from power by claiming to be descendents of ancient descendents of dragons who are entitled to rule the old dragon lands. There might be something to that.


The Ruffians are a smallish group of those who believe fervently in chaos and a lack of responsibility. They move from place to place, entertaining others, engaging in petty theft, and whatever they feel like at the time. They can be tolerated in bored villages for a short time, but can also be driven out in a hurry. The Ruffians can be useful for knowledge of faraway places, though.


The Cards are a group of adventurers with the goal of discovering the location of the fabled Deck of Many Things, which has made its appearance throughout history, and using its vast power for their own advancement, study, or the pure pleasure of having it in their possession. Their prey is very elusive, however.


The Freeholders are mostly based in Segasand, where they seek to raise dragons back to their positions of power over the land. Some seek a cue of the Dragon’s disease, usually form whatever tiefling they can lay their hands on, or by raiding into Durul. Others seeks to rehabilitate ancient freeholds and invite dragons to take up residence. They get some takers, at least until the disease catches up with the dragons and they have to flee or die.

Notes:

There are a very large variety of different cults and minor religions in the world now, and most churches of the gods are fragmented and lack central authority as in their desire to grab worshippers, the gods have bent their own rules and are just now starting to consolidate their worship. Many extra-planer creatures have set up small cults for protection, and as a way to garner wealth and temporal power.

Most of these cults number 20-50 persons, and occasional people belong to more than one cult. Msot are not very dangerous, seeking to stay undetected, and supporting themselves, but occasionally they will war with each other or make a grab for power.
 

Dice4Hire

First Post
Character Creation

Mostly this is the standard character creation

Level 6
22 point buy (use the racial ability bonuses +2 to one and +2 to a choice of 2)

Books allowed
PHB I, II, III
Martial Power I, II
Divine Power
Primal Power
Arcane Power
Primal Power
Adventurer’s Vault I, II

In addition, I will allow Swordmage and Artificer stuff including feats and Paragon Paths from their books.

I will also allow themes, class options and feats from Dark Sun.

I will allow Genasi, Warforged and Muls as additional races to those in the PHB I, II and III.

Please, no backgrounds.

I do not use DDI, and thus will have to reject Dragon, Dungeon.

Essentials material might be allowed, but nothing too weird (like most of Heroes of Shadow)

As for magic, I will allow a 10th level item, a 6th and 5th level item, plus money for a 5th level item.

I will accept most character sheets. To make my life easier note what book all the feats, powers and the like come from.

Reaping strike (PHBI) +7 to hit 1s10+7 dmg.


Good luck, and good gaming.
 

Walking Dad

First Post
Would you allow the essential Hexblade (Warlock)? If not, the Dark Pact from Forgotten Realms?
Could we use some essentials feats and powers if we provide you with a complete write-up?

Would like to play a Warlock (arcane striker). Race and such depends on the answer to the above questions.
 

Dice4Hire

First Post
Would you allow the essential Hexblade (Warlock)? If not, the Dark Pact from Forgotten Realms?
Could we use some essentials feats and powers if we provide you with a complete write-up?

Would like to play a Warlock (arcane striker). Race and such depends on the answer to the above questions.

I do not have that book. I have the first essentials book, but not the newer two. I suppose if you can give me a sheet with the details on it, including all powers, I can look at it.

The DDI full sheet pdf would be fine.

A Dark Warlock is fine, too. I have that book.
 

Walking Dad

First Post
Fine, I will make a classic warlock with a dark pact and some powers from other sources I will provide the rules for.

What race /culture would be most fitting? Human, Gnome or Eladrin? I'm considering either Segasand or Xaniatia as home county.
Tieflings sound to be the antagonists of this adventure.

Would it be possible to 'upgrade the level 6 or 5 item with the money? If not, I would maybe have to take a lower level item with the 10th level slot.
 

Dice4Hire

First Post
Fine, I will make a classic warlock with a dark pact and some powers from other sources I will provide the rules for.

What race /culture would be most fitting? Human, Gnome or Eladrin? I'm considering either Segasand or Xaniatia as home county.
Tieflings sound to be the antagonists of this adventure.

Would it be possible to 'upgrade the level 6 or 5 item with the money? If not, I would maybe have to take a lower level item with the 10th level slot.

Go ahead and pick what race and culture you like. The world has a lot of variation, but if a bit of the background hits on world stuff, I would appreciate it.

As for magic, feel free to upgrade or downgrade, but let's say a max of 5 items, to keep it sane.
 

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