“So you think you’re a chosen one, do ya”
The Continent of Alcemedia
The southern regions of Alcemedia are blessed with fertile soil and its people live carefree lives. There are a total of eight nations in this region: Soma, Anock, Vantas, Junipen, Haval, Juka, Natros, and Tulara. The most powerful of these nations is Haval, which its capital, Caliban is thought of as the center of the world. Other nations look up to Haval for direction on world politics, and this great nations influence is felt all over the continent of Alcemedia.
With all their necessities taken care of the southern nations are able to focus on the arts, and the development of magic. There hasn’t been a war since the Great Goblin Wars ravage the continent nearly three hundred years ago. Caliban is home of the eight great wizard towers, each dedicated to a school of magic. This is where the arcane mages develop their arts, although they seldom bother with world politics. In Juka, the capital of Sela, stands the Ivory Tower. Here the new coming industrial mages research their magic. These industrial mages specialize in creating magical devices and beast to be used in everyday life. Their main focus is in developing transportation devices to aid in trade between the southern and northern nations of Alcemedia. It is no secret the arcane wizards resent this treatment of magic, but they have not yet taken any direct actions against the arcane mages. While the arcane mages currently possess untold powers, the industrial mages grow stronger day by day.
In the north life is not so easy. The one nation within the north, Cantor is in constant struggle trying to feed is own people. With very little farm lands of their own Cantor must rely on trading with the south to feed its people. Haval has lead the other southern nations in restricting the amounts of food supplies sent to Cantor, thusly retaining power and allowing them to name their own prices. Cantor uses its mines and it’s eager work force to constantly produce goods for trades, which they desperetly exchange at unfair prices. This nation has tried to create expeditions to discover other continents and thusly find other trading partners, but so far all these expeditions have been lost at sea. Cantor suspects that Haval’s powerful navy may be to blame.
The nation of Cantor is huge, and dwarfs the average southern nation. In fact Cantors population is even greater than the some of all eight of their abusive trading partners. The people of Cantors hatred grows deep towards there oppressors, and many call for war. However it would be impossible to feed an entire army once the trading stopped, so the nation is forced to starve.
Between these two regions lie the trade nations of Dramog and Fruma. While geographically large these nations are sparsely populated. Although these nations can grow enough food to sustain themselves, they rely on serving as a medium of trade between the north and the south to support the rest of there economy. These trade nations have little influence on the events of Alcemedia.
It now is early fall and the harvesting has just begun. The entire continent begins to stir as the trade routes become alive. However the clerics and shamans of the world begin to sense that something about this year is going to be quite different.
Main Characters
Hradwick: A Dark elf who had fought in the tail end of the Great Goblin Wars. His participation however came too late and he was not rewarded any of the spoils of war, although the goblins had taken most of it anyway. He is a skilled evocationist, and his bloodline was rewarded a magical enchantment for the deeds of his father. This enchantment gives a bright red glow to his hand, allowing him to evoke sleep upon whomever he touches. Hradwick was recently evicted from his Dark-elf home for not having the means to pay his debts. He travels now to the river city of Tollford in Anock to use his skill to earn a few coin.
Adjustments: A large human Barbarian. He was once a guard to a powerful shaman, however one day he was robbed of his sight by a magical accident. Since then Adjustments has lived among a community of bards, where he learned to develop his own sense of hearing from the bards musical skills. He also learn several other of their skills and now has become a bard himself, specializing in telling dirty jokes. His keen sense of hearing allows him to fight yet again, and now he seeks to spread fear amongst his foes, and merriment amongst his friends.
Chapter 1: How Do You Know Our Names?
It is said that every good adventure begins in a tavern. And no one believes this more than the management of Trite Tavern, a chain of pubs all across Alcemedia. At this local bar you can find food, drink, look at the back board to see who is hiring adventurers, and even by treasure maps, and who knows they might even lead to treasure!
Hradwick is the first to enter this bar and finds it full of unemployed adventurers. He asks the barkeep if there is any work to be found here and is directed to the back board. Hradwick looks at the board with a large sign that reads “If you are with the local guard, please don’t read this board”. Hradwick examines the board and finds that the only one currently hiring is a smuggler named Hudong, who currently is not there.
Just then a large man using the stick end of a scythe to avoid running into furniture clumsly approaches the bar. He is easily able to avoid the people but occasionally stumbles on the more silent chairs and tables. He ask the barkeep if there is anything for a brave adventurer to do around here.
“Check the back board” the barkeep says as he points to the back of the tavern.
“Where is it?” Adjustment replies, unflinching to the man’s pointing.
“Over there,” the barkeep points again. Finally the barkeep grabs Adjustments by the shoulders and points him in the proper direction. “Ok, now walk forward”.
Adjustments walks forward, stumbling over more furniture until he reaches the board. Of coarse he can’t read the board so he asks Hradwick to read the board to him.
As Hradwick is reading the board to Adjustments, Hradwick notices that a man in the corner is staring at him. The two approach the staring man. As they draw closer they notice he is caring a glaive made of entirely of wood and wearing a fake set of Chainmail.
“Sorry, I didn’t mean to stare it’s that you two look some much like Adjustments and Hradwick. They are two characters in a play that I’m in.”
The two adventurers are taken aback by the fact this man knows their name. They ask for a copy of the script to the play which the starring man, named Edward, hands over.
The Day of the Demons
In this poorly written and tritely heroic play Adjsutments and Hradwick are on a quest to save the world from an invading army of demons. They meet up with a heavily armored dwarf, a worg riding dark-elf/human paladin, and journey to collect several artifacts. In there quest to save the world the collect the legendary weapons of Gia, a magical orb, and find Valda a skilled warrior who teaches them an ancient technique. In there quest they encounter a villain named Donavan, played by Edwards, who they defeat in the end. The Finale of the play takes place on Dead Man’s Beach, a ten mile wide stretch of land with a mountainside to the west and ocean to the east, located in Haval. Despite its poor construction the resemblance of the characters to Adjustments and Hradwick can not be coincidental.
After a brief discussion the party learns that the man who wrote the play lives in Paledor, a two weeks journey north from Tollford. Edwards is already joining a smuggling run up that way and tells the party to ask Hudong if they can come along. The adventurers negotiate with Hudong and agree to join the smuggling run to Paledor in exchange for a fee.
Adjustment, eager to demonstrate hi bardic skills, offers a gamble to Hudong. If Hudong can keep a straight face when Adjustment tells a joke, then Hudong must double his pay. If Hudong laughs, he must pay Adjustments double. Adjustment, confident in his ability, begins to tell a joke. What he failed to consider is that Hudong is a skilled smuggler and a master of deceit. Hudong easily keeps a straight face during Adjustments joke and Adjustments loses his future pay. The convoy leaves the next day.
The Continent of Alcemedia
The southern regions of Alcemedia are blessed with fertile soil and its people live carefree lives. There are a total of eight nations in this region: Soma, Anock, Vantas, Junipen, Haval, Juka, Natros, and Tulara. The most powerful of these nations is Haval, which its capital, Caliban is thought of as the center of the world. Other nations look up to Haval for direction on world politics, and this great nations influence is felt all over the continent of Alcemedia.
With all their necessities taken care of the southern nations are able to focus on the arts, and the development of magic. There hasn’t been a war since the Great Goblin Wars ravage the continent nearly three hundred years ago. Caliban is home of the eight great wizard towers, each dedicated to a school of magic. This is where the arcane mages develop their arts, although they seldom bother with world politics. In Juka, the capital of Sela, stands the Ivory Tower. Here the new coming industrial mages research their magic. These industrial mages specialize in creating magical devices and beast to be used in everyday life. Their main focus is in developing transportation devices to aid in trade between the southern and northern nations of Alcemedia. It is no secret the arcane wizards resent this treatment of magic, but they have not yet taken any direct actions against the arcane mages. While the arcane mages currently possess untold powers, the industrial mages grow stronger day by day.
In the north life is not so easy. The one nation within the north, Cantor is in constant struggle trying to feed is own people. With very little farm lands of their own Cantor must rely on trading with the south to feed its people. Haval has lead the other southern nations in restricting the amounts of food supplies sent to Cantor, thusly retaining power and allowing them to name their own prices. Cantor uses its mines and it’s eager work force to constantly produce goods for trades, which they desperetly exchange at unfair prices. This nation has tried to create expeditions to discover other continents and thusly find other trading partners, but so far all these expeditions have been lost at sea. Cantor suspects that Haval’s powerful navy may be to blame.
The nation of Cantor is huge, and dwarfs the average southern nation. In fact Cantors population is even greater than the some of all eight of their abusive trading partners. The people of Cantors hatred grows deep towards there oppressors, and many call for war. However it would be impossible to feed an entire army once the trading stopped, so the nation is forced to starve.
Between these two regions lie the trade nations of Dramog and Fruma. While geographically large these nations are sparsely populated. Although these nations can grow enough food to sustain themselves, they rely on serving as a medium of trade between the north and the south to support the rest of there economy. These trade nations have little influence on the events of Alcemedia.
It now is early fall and the harvesting has just begun. The entire continent begins to stir as the trade routes become alive. However the clerics and shamans of the world begin to sense that something about this year is going to be quite different.
Main Characters
Hradwick: A Dark elf who had fought in the tail end of the Great Goblin Wars. His participation however came too late and he was not rewarded any of the spoils of war, although the goblins had taken most of it anyway. He is a skilled evocationist, and his bloodline was rewarded a magical enchantment for the deeds of his father. This enchantment gives a bright red glow to his hand, allowing him to evoke sleep upon whomever he touches. Hradwick was recently evicted from his Dark-elf home for not having the means to pay his debts. He travels now to the river city of Tollford in Anock to use his skill to earn a few coin.
Adjustments: A large human Barbarian. He was once a guard to a powerful shaman, however one day he was robbed of his sight by a magical accident. Since then Adjustments has lived among a community of bards, where he learned to develop his own sense of hearing from the bards musical skills. He also learn several other of their skills and now has become a bard himself, specializing in telling dirty jokes. His keen sense of hearing allows him to fight yet again, and now he seeks to spread fear amongst his foes, and merriment amongst his friends.
Chapter 1: How Do You Know Our Names?
It is said that every good adventure begins in a tavern. And no one believes this more than the management of Trite Tavern, a chain of pubs all across Alcemedia. At this local bar you can find food, drink, look at the back board to see who is hiring adventurers, and even by treasure maps, and who knows they might even lead to treasure!
Hradwick is the first to enter this bar and finds it full of unemployed adventurers. He asks the barkeep if there is any work to be found here and is directed to the back board. Hradwick looks at the board with a large sign that reads “If you are with the local guard, please don’t read this board”. Hradwick examines the board and finds that the only one currently hiring is a smuggler named Hudong, who currently is not there.
Just then a large man using the stick end of a scythe to avoid running into furniture clumsly approaches the bar. He is easily able to avoid the people but occasionally stumbles on the more silent chairs and tables. He ask the barkeep if there is anything for a brave adventurer to do around here.
“Check the back board” the barkeep says as he points to the back of the tavern.
“Where is it?” Adjustment replies, unflinching to the man’s pointing.
“Over there,” the barkeep points again. Finally the barkeep grabs Adjustments by the shoulders and points him in the proper direction. “Ok, now walk forward”.
Adjustments walks forward, stumbling over more furniture until he reaches the board. Of coarse he can’t read the board so he asks Hradwick to read the board to him.
As Hradwick is reading the board to Adjustments, Hradwick notices that a man in the corner is staring at him. The two approach the staring man. As they draw closer they notice he is caring a glaive made of entirely of wood and wearing a fake set of Chainmail.
“Sorry, I didn’t mean to stare it’s that you two look some much like Adjustments and Hradwick. They are two characters in a play that I’m in.”
The two adventurers are taken aback by the fact this man knows their name. They ask for a copy of the script to the play which the starring man, named Edward, hands over.
The Day of the Demons
In this poorly written and tritely heroic play Adjsutments and Hradwick are on a quest to save the world from an invading army of demons. They meet up with a heavily armored dwarf, a worg riding dark-elf/human paladin, and journey to collect several artifacts. In there quest to save the world the collect the legendary weapons of Gia, a magical orb, and find Valda a skilled warrior who teaches them an ancient technique. In there quest they encounter a villain named Donavan, played by Edwards, who they defeat in the end. The Finale of the play takes place on Dead Man’s Beach, a ten mile wide stretch of land with a mountainside to the west and ocean to the east, located in Haval. Despite its poor construction the resemblance of the characters to Adjustments and Hradwick can not be coincidental.
After a brief discussion the party learns that the man who wrote the play lives in Paledor, a two weeks journey north from Tollford. Edwards is already joining a smuggling run up that way and tells the party to ask Hudong if they can come along. The adventurers negotiate with Hudong and agree to join the smuggling run to Paledor in exchange for a fee.
Adjustment, eager to demonstrate hi bardic skills, offers a gamble to Hudong. If Hudong can keep a straight face when Adjustment tells a joke, then Hudong must double his pay. If Hudong laughs, he must pay Adjustments double. Adjustment, confident in his ability, begins to tell a joke. What he failed to consider is that Hudong is a skilled smuggler and a master of deceit. Hudong easily keeps a straight face during Adjustments joke and Adjustments loses his future pay. The convoy leaves the next day.