airwalkrr
Adventurer
Riftcrag, city of sin, vice, and avarice. Overlooking the grand Rift Canyon in the center of the Bandit Lands, this city, built on the ruins of an ancient giant fortress, serves as the haven for thieves, brigands, ruffians, and worse. Gnoll soldiers patrol the streets, acting more like bullies than the police force they are supposed to be. The gnolls intimidate local folk, extort hefty "protection" payments, and generally cause a nuisance to any travelers. This is a place that truly follows the Golden Rule: whoever has the gold makes the rule. And gold is a scarce and coveted thing. It changes hands in this city of cutthroats more often than it stays in one place. Nothing that isn't nailed down is safe, and even those things nailed down are vulnerable to a determined thief's crowbar. The city's ruler, Plar Lintoff, is known more as a grifter and thug than as a kind or generous regent. He makes no attempt to control the bullying of the gnolls under his command. Most people believe he actually encourages it, and skims money off the top of their extortion schemes.
And yet, in this place of corruption and lawlessness, there is the chance for those of pure intent to shine. A good deed may not go unrewarded with undue attention from the wrong sort, but it is such a rarity that it is appreciated by the downtrodden more than it would be in more lawful places like Furyondy or the Shield Lands. And trouble in this place continually abounds. There is much good to be done here and many causes to champion, if one knows how to do so judiciously. It is this that has brought you to this place. The weak must be protected, and evil must not be allowed to reign free.
You discover a number of matters of immediate import as you arrive in town. But one catches your attention more than others. The people of the city are deathly afraid of traveling through the Rift Canyon for fear of attack by vicious humanoids. Kobold raids are the most talked about. But you have heard tales of ugly troglodytes, renegade gnolls who have deserted Lintoff's forces, man-eating trolls, and worse. The attacks all seem to originate from a dungeon at the base of the canyon, known to most as the Forgotten Depths of Kulkanor. The locals describe the place to you as a place of much legend, laden with traps, ancient magic, and ruled by a dark elf prince who fancies himself a conjurer. The tales you have heard span from the fantastic to the inconceivable, but one element is shared in every story. The giant Kulkanor was a powerful one, and within his dungeon long ago he hoarded many treasures, treasures which are speculated by all accounts to still remain. It seems like a way to help out the locals, earn a name for yourself, and become rich in the process.
Gathering up what supplies and pack animals you deemed necessary, you secured directions to the dungeon from the source you believed most reliable (directions which nevertheless cost you a pretty penny) and set out for the journey. After a long descent into the canyon along treacherous pathways and unstable bridges, you finally reached the base of the canyon and began to travel along the bank of a narrow stream flowing through the middle. Around midday, you passed a large rock in the shape of a leering goblin, a landmark you were told would herald your proximity to the dungeon's entrance. A short distance away, you found a weathered gate of massive stone doors upon which giantish runes were scribed. The door was covered with graffiti in various monstrous tongues and many of the original giantish runes had been worn away by the elements, but the edifice was impressive nonetheless. Despite this, those of you able to speak in the giantish tongue were able to decipher the following across the top of the doors, "Herein lies the chamber of mighty Kulkanor, ruler of giants and all lesser creatures. Tremble before his awesome might and be prepared prostrate yourself in submission to his will."
And yet, in this place of corruption and lawlessness, there is the chance for those of pure intent to shine. A good deed may not go unrewarded with undue attention from the wrong sort, but it is such a rarity that it is appreciated by the downtrodden more than it would be in more lawful places like Furyondy or the Shield Lands. And trouble in this place continually abounds. There is much good to be done here and many causes to champion, if one knows how to do so judiciously. It is this that has brought you to this place. The weak must be protected, and evil must not be allowed to reign free.
You discover a number of matters of immediate import as you arrive in town. But one catches your attention more than others. The people of the city are deathly afraid of traveling through the Rift Canyon for fear of attack by vicious humanoids. Kobold raids are the most talked about. But you have heard tales of ugly troglodytes, renegade gnolls who have deserted Lintoff's forces, man-eating trolls, and worse. The attacks all seem to originate from a dungeon at the base of the canyon, known to most as the Forgotten Depths of Kulkanor. The locals describe the place to you as a place of much legend, laden with traps, ancient magic, and ruled by a dark elf prince who fancies himself a conjurer. The tales you have heard span from the fantastic to the inconceivable, but one element is shared in every story. The giant Kulkanor was a powerful one, and within his dungeon long ago he hoarded many treasures, treasures which are speculated by all accounts to still remain. It seems like a way to help out the locals, earn a name for yourself, and become rich in the process.
Gathering up what supplies and pack animals you deemed necessary, you secured directions to the dungeon from the source you believed most reliable (directions which nevertheless cost you a pretty penny) and set out for the journey. After a long descent into the canyon along treacherous pathways and unstable bridges, you finally reached the base of the canyon and began to travel along the bank of a narrow stream flowing through the middle. Around midday, you passed a large rock in the shape of a leering goblin, a landmark you were told would herald your proximity to the dungeon's entrance. A short distance away, you found a weathered gate of massive stone doors upon which giantish runes were scribed. The door was covered with graffiti in various monstrous tongues and many of the original giantish runes had been worn away by the elements, but the edifice was impressive nonetheless. Despite this, those of you able to speak in the giantish tongue were able to decipher the following across the top of the doors, "Herein lies the chamber of mighty Kulkanor, ruler of giants and all lesser creatures. Tremble before his awesome might and be prepared prostrate yourself in submission to his will."