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Correl: An Element of Origin (Oct 2nd one-shot)

MarauderX

Explorer
Hello all -

Below are the basic characters for the one-shot I will be running. Please reply here or email me (jcpdsgn AT yahoo DOT com) to choose which you would like on a 1st come, 1st served basis. Please put your 1st, 2nd and 3rd choices for PCs. If you pick a spellcaster (wizard or cleric), send a spell selection list before Game Day.

TEASER: From the changing Kingdom of Correl, the eastern Baronies have been operating as a loose confederation, each with their own interests, beliefs, and sometimes vastly different laws. Seeking to quell the Barons before open violence erupts, the King of Correl has come from the west to meet them in the grand city of Kargam, once called the capital of the east. Tournaments of sport are sponsored, and a feast honoring the King and Barons consumes an entire week before the summit finally occurs.

PC TYPES/LEVELS: Pre-generated characters of levels 16-18

SPECIAL NOTES: The PCs are rulers, land owners, respected leaders and retired adventurers in charge of armies and vying for the best interests of their respective barony. Each pre-generated character will come with a map of the lands, simplified barony assets, and issues to be discussed. Rules from the Fields of Blood will be used should mass combat be necessary.

Wizard 16
Barbarian 17
Fighter 17
Cleric 16
Fighter 4/Rogue 14
Paladin 18

The PC stats are posted below and all info on them is public. Don't worry, you won't have to memorize them, it's a one-shot.
 
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Barbarian 17

Baron of Threshwind, Thord Sulisen, male human Barbarian 17: CR 17; Size M (6 ft., 2 in. tall); HD 17d12+51; hp 191; Init +2 (+2 Dex); Spd 40 ft.; AC 24 (+2 Dex); Attack +22/+17/+12/+7 melee, or +19/+14/+9/+4 ranged; SV Fort +15, Ref +9, Will +8; AL NG; Str 20, Dex 14, Con 16, Int 14, Wis 9, Cha 16.

Languages Spoken: Common, Giant, Terran.

Skill points: Bbn 140
Skills: Craft +16, Handle animal +17, Hide +4, Innuendo +10.5, Intimidate +21, Intuit direction +17, Jump +18, Listen +13, Move silently +2, Ride +11, Spot +3, Swim +22, Tumble +2.5, Wilderness lore +17

Feats: Ambidexterity, Blind-fight, Combat reflexes, Great fortitude, Lightning reflexes, Point blank shot, Run.

Possessions: Breastplate +4, Bracers +4, Longbow +3, Battle Axe +4, Short Sword +3.

Primary motivation: Thord seeks to end the pillaging of several villages under his protection. He finds the meeting to be an unnecessary distraction, but will try to learn if the raiders are being funded by is untrusted neighbor in Deepmoor.

Secondary motivation: He has a great love for barbarian culture and feels he represents all barbarian tribes when dealing with others of differenct cultures. He also has a mistrust of magic, especially of illusionary and charming magic.

Recent Past: Thord has been told of scrying magic bearing down on him. He has made several ventures into other lands to put a stop to raiders that have destroyed several of his villages.

Barony of Threshwind has borders with these other baronies: Deepmoor & Osscourt.

Allies: Argus Vaughn, Baron of Marncourt
Neutral: Yurich Silverflame, Baron of Velja; Hoil Steinkel, Marquis of Kargam; Tragris Lunsater, Baron of Osscourt
Rivals: Volare Comnia, Baron of Deepmoor
 
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Wizard 16

Baron of Deepmoor, Volare Comnia, male human Wizard 16: CR 16; Size M (5 ft., 6 in. tall); HD 16d4+16; hp 51; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1 Dex); Attack +9/+4 melee, or +9/+4 ranged; SV Fort +6, Ref +6, Will +10; AL LN; Str 11, Dex 13, Con 12, Int 20, Wis 14, Cha 10.

Languages Spoken: Abyssal, Aquan, Auran, Common, Draconic, Dwarven, Elven, Giant, Halfling, Goblin, Infernal, Sylvan, Eastern, Alphatian, Undercommon.

Skill points: Wiz 124
Skills: Concentration +28, Craft +18, Decipher Script +20, Knowledge (arcana) +24, Knowledge (local) +10, Knowledge (history) +15, Knowledge (nobility) +15, Knowledge (planes) +24, Spellcraft +24

Feats: Summon familiar, Scribe Scroll, Combat Casting, Silent Spell, Still Spell, Craft Wondrous Item, Brew Potion, Craft Wand, Craft Arms & Armor, Craft Rod, Forge Ring, Craft Staff.

Possessions: wand of invisibility, bracers of armor +3, amulet of natural armor +2, sovereign glue, salve of slipperiness, ring of mind shielding, 4 cure mod wounds potions, potion of good hope.

Wizard Spells Known (4/6/5/5/5/5/3/3/2): 0th -- Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance. 1st -- Burning Hands, Change Self, Charm Person, Chill Touch, Hypnotism, Identify, Mage Armor, Magic Missile, Magic Aura, Reduce Person, Shield, Shocking Grasp, Silent Image, Sleep, Summon Monster I. 2nd -- Alter Self, Blur, Continual Flame, Knock, Locate Object, Acid Arrow, Flaming Sphere, Scorching Ray, Blindness/Deafness, Eagle’s Splendor, Fox’s Cunning, Cat’s Grace, Knock, Levitate, Whispering Wind, Rope Trick Spider Climb. 3rd -- Dispel Magic, Fireball, Flame Arrow, Fly, Gaseous Form, Hold Person, Lightning Bolt, Slow, Summon Monster III, Explosive Runes, Daylight, Lightning Bolt, Tiny Hut, Invisibility Sphere, Ray of Exhaustion, Haste, Tongues. 4th -- Charm Monster, Dimension Door, Fire Shield, Hallucinatory Terrain, Improved Invisibility, Polymorph Self, Scrying, Stoneskin, Wall of Fire, Ice Storm, Wall of Ice, Bestow Curse, Stone Shape, Summon Monster IV. 5th -- Cloudkill, Cone of Cold, Persistent Image, Wall of Stone, Wall of Force, Sending, Fabricate, Overland Flight, Telekinesis, Summon Monster V. 6th -- Acid Fog, Wall of Iron, Flesh to Stone, Stone to Flesh, Mass Suggestion, Chain Lightning, Disintegrate, Flesh to Stone, Mass Haste. 7th -- Delayed Blast Fireball, Greater Scrying, Power Word Stun, Instant Summons, Spell Turning, Control Weather, Finger of Death. 8th -- Incendiary Cloud, Polymorph Any Object, Symbol, Iron Body, Summon Monster VIII.

Primary motivation: To wield more commerce and money to his territory to fund his spell research. He feels as if no others understand what he is trying to accomplish with magic and becomes frustrated easily with those that do not agree with him.

Secondary motivation: To extend his territory by annexing surrounding lands. The baronies current adminstrators are stretched thin as it is, and he seeks to grow the army in order to expand.

Recent Past: He has recently paid a band of marauding nomads to relocate further north, but instead it has only increased their appetite.

Barony of Deepmoor has borders with these other baronies: Threshwind, Kargam, & Osscourt.

Allies: Argus Vaughn, Baron of Marncourt
Neutral: Hoil Steinkel, Marquis of Kargam; Tragris Lunsater, Baron of Osscourt
Rivals: Yurich Silverflame, Baron of Velja; Thord Sulisen, Baron of Threshwind
 
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Paladin 18

Baron of Osscourt, Tragris Lunsater, male human Paladin 18: CR 18; Size M (6 ft., 0 in. tall); HD 18d10+18; hp 131; Init +4 (+4 improved initiative); Spd 30 ft.; AC 30; Attack +21/+16/+11/+6 melee, or +20/+15/+10/+5 ranged; SV Fort +12, Ref +9, Will +9; AL LG; Str 17, Dex 10, Con 12, Int 8, Wis 16, Cha 16.

Languages Spoken: Common.

Skill points: Pal 42
Skills and feats: Diplomacy +10, Handle Animal +5, Heal +10, Knowledge (religion) +5, Knowledge (nobility) +2, Ride +10, Sense Motive +12.

Feats: Blind-fight, Cleave, Spirited Charge, Power attack, Mounted Combat, Ride By Attack, Weapon focus (longsword), Improved Initiative.

Special Abilities: Aura of Good, Detect Evil, Smite evil 4/day, Divine Grace, Lay on Hands, Aura of Courage, Divine Health, Turn Undead, Special Mount, Remove Disease 5/week.

Possessions: Full plate +2 of fortification (moderate); tower shield +4, longsword +4, bracers of armor +2; Mighty composite longbow

Paladin Spells Per Day: 4/3/3/1.

Primary motivation: A need to defend himself from female elf sorceresses. Tragris feels a need to correct any wrongs he may have committed when he was recently charmed by a female elf.

Secondary motivation: A sense of pride for the Church of Heronious. Tragris feels that past deeds leave him morally obligated to help other churches of good if he can.

Recent Past: A month ago Tragris was under the influence of charms by an elven sorceress and doesn’t recall much about what he did under her direction.

Barony of Osscourt has borders with these other baronies: Marncourt, Kargam, Threshwind, & Deepmoor.

Allies: Yurich Silverflame, Baron of Velja; Hoil Steinkel, Marquis of Kargam
Neutral: Volare Comnia, Baron of Deepmoor; Thord Sulisen, Baron of Threshwind
Rivals: Argus Vaughn, Baron of Marncourt
 
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Cleric 16

Baron of Velja, Yurich Silverflame, male human Cleric 16: CR 16; Size M (5 ft., 3 in. tall); HD 16d8; hp 104; Init +0; Spd 30 ft.; AC 28; Attack +14/+9/+4 melee, or +12/+7/+2 ranged; SV Fort +10, Ref +5, Will +14; AL LG; Str 14, Dex 10, Con 11, Int 10, Wis 19, Cha 15.

Languages Spoken: Common, Celestial.

Skill points: Clr 57
Skills: Diplomacy +10, Hide +0, Knowledge (arcana) +19, Listen +4, Move silently +0, Profession +21, Scry +13, Spot +4;

Feats: Brew potion, Craft staff, Craft wand, Craft wondrous item, Quicken spell, Scribe scroll, Weapon focus (mace).

Possessions: Half-Plate +3, Heavy Shield +3, Necklace of Protection +3, Mace +3, 3 potions of Cure Serious Wounds, Staff of Cure Light Wounds, Wand of Cure Moderate Wounds, Boots of Water Walking.

Cleric Domains: Good, Fire.
Cleric Spells Per Day: 6/6+1/6+1/6+1/5+1/4+1/3+1/3+1/2+1:
0th – Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food, Read Magic, Resistance, Virtue; 1st – Bless, Bless Water, Command, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Evil, Detect Undead, Divine Favor, Endure Elements, Hide from Undead, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Evil, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I; 2nd – Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Gentle Repose, Hold Person, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration- Lesser, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Zone of Truth; 3rd – Blindness/Deafness, Continual Flame, Create Food, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Invisibility Purge, Locate Object, Magic Circle against Evil, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Water Breathing, Water Walk, Wind Wall; 4th – Air Walk, Control Water, Cure Critical Wounds, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Freedom of Movement, Giant Vermin, Imbue with Spell Ability, Magic Weapon – Greater, Neutralize Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues; 5th – Atonement, Break Enchantment, Command – Greater, Commune, Cure Light Wounds – Mass, Dispel Evil, Disrupting Weapon, Flame Strike, Hallow, Insect Plague, Mark of Justice, Righteous Might, Scrying, Spell Resistance, Summon Monster V, Symbol of Sleep, True Seeing, Wall of Stone; 6th – Animate Objects, Banishment, Bear’s Endurance – Mass, Blade Barrier, Bull’s Strength – Mass, Cure Moderate Wounds – Mass, Dispel Magic – Greater, Eagle’s Splendor – Mass, Find the Path, Forbiddance, Geas/Quest, Glyph of Warding – Greater, Heal, Heroe’s Feast, Owl’s Wisdom – Mass, Summon Monster VI, Symbol of Persuasion, Undeath to Death, Wind Walk, Word of Recall; 7th – Control Weather, Cure Serious Wounds – Mass, Ethereal Jaunt, Holy Word, Refuge, Regenerate, Repulsion, Restoration – Greater, Raise Dead, Scrying – Greater, Summon Monster VII, Symbol of Stunning, Symbol of Weakness; 8th – Antimagic Field, Cure Critical Wounds – Mass, Discern Location, Earthquake, Fire Storm, Holy Aura, Shield of Law, Spell Immunity – Greater, Summon Monster VIII, Symbol of Insanity.

Domain Spells: 1st – Protection from Evil, Burning Hands; 2nd – Aid, Produce Flame; 3rd – Magic Circle against Evil, Resist Energy; 4th – Holy Smite, Wall of Fire; 5th – Dispel Evil, Fire Shield; 6th – Blade Barrier, Fire Seeds; 7th – Holy Word, Fire Storm; 8th – Holy Aura, Incendiary Cloud.

Primary motivation: A need to purge evil cults from his lands. His urgency is pushed by rumors that he has secret worshippers of the cults in his own church.

Secondary motivation: A desire to fund missionaries to foreign lands.

Recent Past: He has dealt pockets of cults that have been gathering secretly to worship Nerull and Vecna, and had been interrogating prisoners to find out more about them.

Barony of Velja has borders with these other baronies: Marncourt & Kargam.

Allies: Tragris Lunsater, Baron of Osscourt
Neutral: Hoil Steinkel, Marquis of Kargam; Thord Sulisen, Baron of Threshwind; Argus Vaughn, Baron of Marncourt
Rivals: Volare Comnia, Baron of Deepmoor
 
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Fighter 17

Marquis of Kargam, Hoil Steinkel, male human Fighter 17: CR 17; Size M (5 ft., 3 in. tall); HD 17d10+34; hp 174; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 31 (+2 Dex); Attack +21/+16/+11/+6 melee, or +19/+14/+9/+4 ranged; SV Fort +12, Ref +7, Will +6; AL NG; Str 18, Dex 14, Con 15, Int 13, Wis 9, Cha 15.

Languages Spoken: Common, Elven, Dwarven.

Skill points: Ftr 80
Skills: Climb +20, Diplomacy +15, Heal +5, Intimidate +3, Jump +20, Listen +1, Spot +13, Swim +22;

Feats: Blind-fight, Combat Expertise, Dodge, Improved Critical (longsword), Improved Disarm, Improved initiative, Improved Shield Bash, Improved Trip, Leadership, Mounted Combat, Ride-by Attack, Power attack, Quick draw, Weapon focus (longsword), Greater Weapon focus (longsword),Weapon specialization (longsword), Greater Weapon specialization (longsword).

Possessions: Banded Mail +4, Heavy Shield +4, Ring of Protection +4, Longsword +4 & shocking burst, Helm of Comprehend Languages & Read Magic, Scroll of Mass Cure Serious Wounds, Scroll of Control Weather, Power Word Blind, Scroll of Greater Restoration, Scroll of Stone to Flesh.

Primary motivation: As the host for the visiting barons and the King, the marquis hopes to have everything go as smoothly as possible.

Secondary motivation: A desire to keep the King and other barons from being coerced by wealthy religious groups.

Recent Past: The marquis returned from a trip to Elarith in the heart of the elven forest to discuss enhancing trade between the cities. He has also been fatigued by preparations for the week-long celebration for the visiting King, though he has received aid to relieve the condition.

Barony of Osscourt has borders with these other baronies: Marncourt, Osscourt, Velja, & Deepmoor.

Allies: Tragris Lunsater, Baron of Osscourt
Neutral: Yurich Silverflame, Baron of Velja; Argus Vaughn, Baron of Marncourt; Volare Comnia, Baron of Deepmoor; Thord Sulisen, Baron of Threshwind
Rivals: None
 
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Rogue 14/Fighter 4

Baron of Marncourt, Argus Vaughn, male human Rogue 14/Fighter 4: CR 18; Size M (6 ft., 1 in. tall); HD 14d6+28 + 4d10+8; hp 124; Init +9 (+5 Dex, +4 Improved initiative); Spd 30 ft.; AC 30 (+5 Dex); Attack +16/+11/+6 melee, or +19/+14/+9 ranged; SV Fort +10, Ref +15, Will +5; AL LN; Str 14, Dex 21, Con 14, Int 11, Wis 11, Cha 14.

Languages Spoken: Common, Undercommon.

Skill points: Rog 153, Ftr 12
Skills: Appraise +17, Balance +16, Bluff +18, Climb +7, Disable device +10, Forgery +13, Gather Information +10, Hide +19, Intimidate +15, Jump +5, Knowledge(local) +8, Listen +10, Move silently +17, Perform +5, Search +5, Sense motive +16, Sleight of Hand +11, Spot +5, Swim +5, Tumble +12, Use rope +3;

Feats: Blind-fight, Dodge, Greater Two-weapon Fighting, Improved initiative, Improved Two-weapon Fighting, Leadership, Mobility, Point Blank Shot, Shot on the Run, Spring Attack, Two Weapon Defense, Two-weapon Fighting.

Possessions: Studded Leather +4, Bracers of Armor +4, Necklace of Protection +4, Ring of Climbing, Boots of Elvenkind, Rapier +4, Rapier +4.

Primary motivation: To merge the small Barony of Osscourt with his own, Marncourt. He feels that the split between the two baronies a century ago was unnecessary and longs to unite them under his control.

Secondary motivation: To influence Kargam to increase trade and decrease tariffs. He seeks to do this by manipulating the nobility of both realms. Argus also hopes to discover more treasures in unclaimed lands to help fund his ambitions.

Recent Past: Argus has been paying adventurers well to seek out locations of ruins across the Kingdom.

Barony of Marncourt has borders with these other baronies: Osscourt, Kargam, & Velja.

Allies: Thord Sulisen, Baron of Threshwind; Volare Comnia, Baron of Deepmoor
Neutral: Hoil Steinkel, Marquis of Kargam; Yurich Silverflame, Baron of Velja
Rivals: Tragris Lunsater, Baron of Osscourt
 
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Correl Background

Correl: A Brief Introduction

History
The Kingdom of Correl is mostly composed of a loose confederation of baronies and estates owned by rich lords. Before the union, the baronies would hold unsteady treaties with one another, to prevent other aggressive barons from raiding or for other securities or gains. Territory would change hands from generation to generation as once trusted neighbors sometimes became bitter enemies. Under siege from the attacking orc hoards, the inland baronies were overrun and cities decimated as the hoards passed through, and the more populous west coast had time to finally unite for the single cause of self-defense. Once this was achieved and the invaders were finally driven from the lands, the barons almost lapsed back into independent states. Under the strong direction of the current King Gerin’s grandfather, it was decided to all swear loyalty to a single king for the purposes of future security, and ever since a loose confederation has existed under the one ruler.


Religious Beliefs
There are a host of gods that preside over Correl, and there are a number of churches dedicated to each. Worshipping many religions is common, and some confused individuals are known to visit a different church every day of the week, or even several in one day. Astute students and clergy often treat religion with much vigor, but many of the common folk rarely show devout favor to one or another of the gods, instead asking each for help with a certain aspect of their lives. Once a member of a church has proven himself by valiant deed, it is often customary to be accepted as a preacher of higher learning by the cleric’s primary church or temple.


Demi-Humans
Most humans treat elves, dwarves and halflings with respect. No taxes or other laws preside over territory assumed to be under demi-human control, though sometimes it is argued how much sovereignty the Kingdom has over their lands. No human lord or king has ever successfully ruled over any of them as active resistance made occupying their lands dangerous and costly.

Dwarves
There are many clans of dwarves throughout the kingdom that are in some ways in competition with one another. The dwarves of different clans have been known to brawl openly if one manages to ‘steal’ a client from another. Despite this, most individual dwarves traveling through the kingdom are welcome at another’s home, and these feelings of a commonality among the race has been growing ever since the mostly human kingdom of Correl was founded. The dwarves are territorial when it comes to mining and resources, but don’t consider themselves as having ownership over the lands they live in. Therefore it has been an easy time of allowing the dwarves to consider themselves part of the kingdom, as they wish to trade and begrudgingly accept protection from the kingdom versus the orc hoards.
A majority of the dwarves live in the mountains or hills, usually below ground in burrows and caves close to where they work. Dwarves are usually slow to speak to non-dwarves, as the dwarves are used to reading facial movements along with speech that can indicate different meanings than what was said. Communication with other races is often misconstrued because of the dwarves’ natural reaction to read facial movements.
The dwarves have most of their settlements to the east where there are more mineral rich hills and mountains. Prospecting is an esteemed profession, and most who are exceptional strike out to seek their own fortune. Because they are cautious and thoughtful, dwarves usually make out well on most trades.

Elves
This race with the longest lifetimes also has the longest memory of ages past. Almost all elves have a perfect memory, and as such become more affected by the things they see and do as it composes their attitudes and personalities more than any other race. Often an adventuring elf has become a bitter, hostile creature after seeing too much death and pain.
Since they all wish to lead merry lives they tend to follow the arts of entertainment and leisure to a great extent, becoming languid compared to the other races, as they always figure there will be time in the future to complete a task.
It has been known by the other races that the elves have by far the largest wealth of knowledge, and their refusal to share this knowledge has on occasion led to bloody results with humans and dwarves. Supposedly the elves know of how to craft fine weapons that rival that of dwarfish design as well as other trades, but refuse to reveal their secrets to others lest they be copied throughout the kingdom, making their works unoriginal.
The elves have a few vast wooded locations they call home, and the elves can be distinguished where they call home. While all elves consider themselves kin, they do not trust one another openly as they have had feuds in the past they may still be fresh in the memory of some of the elders.
Elves have two main kinfolk that they are affiliated with, known to humans as the high elves to the west near the capital Suln and the wood elves to the east near Kargam. Each has their own mysteries and known for their seclusion. However, they love to barter with humans for special trinkets and liken the memory to half the fun of owning the item.

Halflings
Considered to be mutually neutral towards every race, Halflings gather in clans near the rolling plains where they tend herds and manage their gardens. Halflings have been known to roam far and wide during their younger years before settling down to raise a family, and have been following this same pattern for centuries.
The Halfling settlements inhabit a portion of grassy flatlands where they have been for centuries. Forced from fertile lands to occupy some of the less desirable land at one time, they have managed to turn it into a great farmland and have protected it from raids by humans and orcs alike. Trade with humans has opened up new doors to them, and slowly their opinion of humans is becoming less suspicious.


Magic Use
The citizens of Correl are very aware of magic but tend not to understand the limitations of it. Often times the citizens curse magicians for not stopping certain events, for not giving them warning, and even for not fixing things that have happened. The few mages walk the street freely and are not disturbed except by the occasional child that pesters them for an entertaining trick or two.
Each king of Correl has sought a magical counselor to help with some affairs and many of those have been ambassadors and prominent barons. Magic use has never grown enough to be used widely in public and is not fully trusted, as it has a stigma of being unreliable in stressful situations.


Kargam
Known as the Capital of the East, Kargam is centrally located around the meeting of the Vulir and Windrush rivers where they form the Ilthresh River that heads west to Suln. The Windrush River continues to the northeast and the Vulir to the southeast as they enclose the Evermist Marshes to the east of Kargam. Each river continues steadily upstream where they are engulfed on either side by hilly woodlands, where logging camps and other outposts have regained strength.
Kargam has a long history of rulers that have used it for defense or as a prize to be won. Since the Kingdom of Correl has been founded with Suln as it’s capital, many of it’s upper elite citizens are bitter for the attention they once had as a cultural and military hub. Currently the city and the surrounding barony is ruled by the quiet Marquis Hoil, who has shown nothing but loyalty to King Gerin, though there are those that take his few words to mean he is reluctant to bow to the King’s every wish.
 
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Kargam notable people

Who’s who in Kargam

Bratton Ontish, male dwarf (hill) Ambassador/Merchant, Size M (4 ft., 8 in. tall, grey haired and old in the eyes).
Languages Spoken: Common, Dwarven, Halfling.

Skills: Bratton is still a skilled bargainer, as he was a merchant his whole life until his distant nephew became clan chief and appointed him as ambassador in Kargam five years ago. Not one to cause a fuss, Bratton accepted and has since learned the halfling language to help with his trade and negotiating. Bratton has been trying to meld his two roles of ambassador and merchant into one, but has yet to find a middle road.
Appearance: Bratton chooses to wear simpler clothing that upholds a no-frills look that the dwarves prefer. He is quite old, and his age shows clearly when he walks slowly. None the less, he always has the tools of his trade and an ornamental axe on his belt.
Location: Bratton finally moved into the Government District after years of owning a row house in the Merchant District and misses his old neighborhood.


Minister Mayrith, male elf (wood) Ambassador, Size M (5 ft., 3 in. tall, portly with thinning hair).
Languages Spoken: Common, Elven, Sylvan, Alphatian, Dwarven, Halfling.

Skills: Mayrith is very skilled with easing information from others by asking leading questions or posing hypothetical theories. He may be one of the more skilled wordsmiths in Kargam, and is known for being more upfront than most other elves.
Appearance: The Minister likes to uphold a regal image and wears the finest of clothing in Kargam, usually straight from the elven city of Elarith. His jewelry and other accessories always match, and he is known for simple and elegant headbands.
Location: Mayrith has lived in Kargam for 40 years in his home in the Government District. His home is one of the most lavish, both on the exterior and interior, and the style tries to mimic as much of his wood elf heritage as possible.


Ambassador Stotter, male halfling, Ambassador, Size S (3 ft., 2 in. tall, young and thin).
Languages Spoken: Common, Elven, Dwarven, Halfling, Sylvan, Undercommon.

Skills: Stotter has yet to master the art of diplomacy, and often rushes to say something most obvious to others. His lack of experience is made up by his youthful zeal, and can be found delving whole-hearted into understanding matters while others are content with ignorance. This has led him to understanding a spot of magic and an impressive number of languages at his age and buys more patience from those with much more experience.
Appearance: Stotter is self-conscience about his looks and changes his appearance daily to keep up with the most modern trend, which is usually elven. No matter his attire he always wears a blue cape and carries a scimitar.
Location: The ambassador has lived in the Government District for only the last year, as before which his voice was rarely of a concern to anyone else in Kargam. His home has become a way-house for other halflings to visit and stay for a night or two, and his voice carries much weight among them.


Ogmund, male human, Thieves Guild, Size M (6 ft., 4 in. tall, bald and wears a signature handlebar moustache).
Languages Spoken: Common, Undercommon, ?

Skills: Ogmund is known to be running the Thieves Guild in Kargam, and is bitterly jealous of Marquis Hoil. He claims that the city is his and that it wouldn’t operate without him and other ludicrous things, and has yet to follow his words up with action. He has rumored to be an assassin, a magician, a ghost and other impossible things. It is said that he alone has made the Thieves Guild a cohesive operation.
Appearance: Ogmund is a solid looking man that has no hair except for a handlebar moustache. He wears different disguises, but often intimidates nobles and others by revealing his well known bald head and moustache with a wicked smile.
Location: Unknown, and gossip says that he has a hideout in each district of the city. Yeah, right.
 
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In the AM game

My choices:
1. Baron of Velya
2. Baron of Threshwind
3. Baron of Marncourt

Kronk

Edit: Duh...I'm in the AM game.
 
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