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Fey Hobgoblins, where did they come from? What are they for?
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<blockquote data-quote="Lyxen" data-source="post: 8530660" data-attributes="member: 7032025"><p>The doorway looks out from the edge of a thickly overgrown garden of drooping weeds and gnarled, rotting, mildewed trees. Through the trees, the beginnings of a neatly manicured lawn can be seen approximately 200 feet away. The grass extends as far as the eye can see and is dotted with orderly copses and bright flower beds. About a quarter of a mile away atop a small hill stands a small castle, its tall turrets showing fluttering pennons in the light breeze. Its walls are ivory in shadow and glisten slightly with rainbow colors where the light strikes. Many windows pierce the upperstories, making the structure seem lacy thin. An artificial twilight seems to hang over the land and the sun is apparently always behind a bank of clouds.</p><p></p><p>This is the Kingdom of Caer Sidi. The land is ruled by a group of elves, neutral (with evil tendencies) in alignment. Calling themselves the Pharisees, they form the ruling class. Other creatures in the land include their occasional allies (hobgoblins,gnomes, and trolls), their servants and slaves (dwarves, orcs, gnomes, and kobolds), and all manner of wild, mythological beasts (unicorns, griffons, dragons, manticores, and so forth).</p><p></p><p>The Pharisees are highly self-oriented and sophisticated. This will often cause them to do what might be seen as evil acts for the "good of all" (themselves in particular). They will, when needed, ally with the evil races to protect their Kingdom and position. Privately, they practice and relish emotion but never develop a deep attachment for any individual thing or creature. They are often seen as haughty and cold.</p><p></p><p>Due to some unknown power of the land, the Pharisees cannot stand the touch of iron or steel. Any of these elves struck by a cutting weapon of iron or steel will suffer 1-6 points of damage in addition to the normal weapon damage. The elves also do not like to handle silver, although this will not bum them as does iron or steel. Because of this, all armor, weapons, and necessary metal goods are made rom copper, brass, bronze, orotheralloys with a strength equal to steel. The majority of this work is clone by dwarven or goblin slaves, and is all performed with great craftsmanship.</p><p></p><p>The gate is at the edge of an evil forest where Lolth is attempting to invadet his world. Any creatures not under Lolth's command who</p><p>come through the gate will automatically be attacked before they leave the forest. Use the Lolth's Forest encounter table to determine the attackers.</p><p></p><p>Lolth's gate is relatively new to this world, and Alfric is watching it carefully. Both he and Lolth hope to use the other for their own ends. Aifric is uncertain as to how well he can trust Lolth or his own chaotic evil allies; therefore, he acts with care. Any adventurers who arrive in the Kingdom are brought before Alfric eventually, so that he may decide their worth. If both sides are friendly, Alfric will propose an alliance for the purpose of destroying or harming Lolth. </p><p></p><p>Should the party try to attack Alfric or his domain, he will capture them (if possible) and offer them to Lolth for her amusement.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8530660, member: 7032025"] The doorway looks out from the edge of a thickly overgrown garden of drooping weeds and gnarled, rotting, mildewed trees. Through the trees, the beginnings of a neatly manicured lawn can be seen approximately 200 feet away. The grass extends as far as the eye can see and is dotted with orderly copses and bright flower beds. About a quarter of a mile away atop a small hill stands a small castle, its tall turrets showing fluttering pennons in the light breeze. Its walls are ivory in shadow and glisten slightly with rainbow colors where the light strikes. Many windows pierce the upperstories, making the structure seem lacy thin. An artificial twilight seems to hang over the land and the sun is apparently always behind a bank of clouds. This is the Kingdom of Caer Sidi. The land is ruled by a group of elves, neutral (with evil tendencies) in alignment. Calling themselves the Pharisees, they form the ruling class. Other creatures in the land include their occasional allies (hobgoblins,gnomes, and trolls), their servants and slaves (dwarves, orcs, gnomes, and kobolds), and all manner of wild, mythological beasts (unicorns, griffons, dragons, manticores, and so forth). The Pharisees are highly self-oriented and sophisticated. This will often cause them to do what might be seen as evil acts for the "good of all" (themselves in particular). They will, when needed, ally with the evil races to protect their Kingdom and position. Privately, they practice and relish emotion but never develop a deep attachment for any individual thing or creature. They are often seen as haughty and cold. Due to some unknown power of the land, the Pharisees cannot stand the touch of iron or steel. Any of these elves struck by a cutting weapon of iron or steel will suffer 1-6 points of damage in addition to the normal weapon damage. The elves also do not like to handle silver, although this will not bum them as does iron or steel. Because of this, all armor, weapons, and necessary metal goods are made rom copper, brass, bronze, orotheralloys with a strength equal to steel. The majority of this work is clone by dwarven or goblin slaves, and is all performed with great craftsmanship. The gate is at the edge of an evil forest where Lolth is attempting to invadet his world. Any creatures not under Lolth's command who come through the gate will automatically be attacked before they leave the forest. Use the Lolth's Forest encounter table to determine the attackers. Lolth's gate is relatively new to this world, and Alfric is watching it carefully. Both he and Lolth hope to use the other for their own ends. Aifric is uncertain as to how well he can trust Lolth or his own chaotic evil allies; therefore, he acts with care. Any adventurers who arrive in the Kingdom are brought before Alfric eventually, so that he may decide their worth. If both sides are friendly, Alfric will propose an alliance for the purpose of destroying or harming Lolth. Should the party try to attack Alfric or his domain, he will capture them (if possible) and offer them to Lolth for her amusement. [/QUOTE]
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