Tsillanabor
First Post
This is a campaign that has gone on for awhile now. We are missing some adventures, so that is why advancement may seem fast.
In the interests of full disclosure, I play Brock and Wiglaf (his cohort). The DM does not play a character. This game is what we play when not playing the game I run, which will be posted another time.
We have several house rules. We give out a feat every level (to both PCs and monsters) and an ability increase every three levels. Everyone has a Major Bloodline-either from Unearthed Arcana or created from scratch.
We don't give out much in the way of magic items.
Now, onto it...
The Setting
Extract from From Angelheim to Scar Peak-the Travelling Journals of Tokin the Purple Wanderer
Kyrlund
Its inhabitants know Kyrlund as the Land atop the World. The realm is situated higher than its surrounding realms, forcing a traveler to undertake an arduous journey whether entering the realm or leaving it. The land itself is incredibly rugged. Jagged cliffs and steep mountains abound. Cold, clear lakes are fed by mountain rivers and a salt sea takes up the center of the realm. Most of the inhabitants live in fertile valleys between the mountains. The lower slopes of the mountains are covered in pine.
Winter is long and harsh. Due to some oddity, the days shorten in the winter until for a time the sun never shines. During the summer the opposite occurs, and for a time in midsummer a phenomenon known as the ‘midnight sun’ is seen where the sun does not dim. Even in the height of summer the land is not particularly hot, and winters are lethal to the unprotected. The weather is volatile, and often during my stay clear skies would become thunderstorms in a matter of hours.
There are three races that make up most of the inhabitants of Kyrlund-Frost Giants, Humans, and Dwarves.
When the world began the mighty Frost Giants, known locally as the Sons of Ymir, dominated the realm. The Frost Giants of Kyrlund are different from most. They are even more ill tempered and unpredictable. They are also tougher, stronger, and more bestial than typical Frost Giants. Men bred faster than their masters, however, and eventually threw off the yoke of slavery. Now wherever a giant clan makes its home it will enslave the surrounding populace. As a whole, the human tribes are too fractured to ever truly destroy the giant threat, but the giants know that if they ever tried to enslave them all again the humans would band together. They try to keep the tribes at each other’s throats, and often make war against any human leader who is growing too powerful.
The humans farm the fertile valleys, trade with the dwarves, and conduct raiding missions against anyone they can. They are a hard people with a passion for life unmatched in more civilized lands. They drink hard and fight harder. They worship a pantheon of warrior gods and wish to die in battle so that they may fight for eternity in the afterlife. They have a complex system of laws based on the concept of the wergild, the blood debt.
The dwarves are newcomers to Kyrlund. The mountains of the realm are incredibly rich in gold, and so the dwarves brave the dangers of Kyrlund to mine their wealth. Their holdings are incredibly fortified to try and stop raids from both humans and the giants.
In the interests of full disclosure, I play Brock and Wiglaf (his cohort). The DM does not play a character. This game is what we play when not playing the game I run, which will be posted another time.
We have several house rules. We give out a feat every level (to both PCs and monsters) and an ability increase every three levels. Everyone has a Major Bloodline-either from Unearthed Arcana or created from scratch.
We don't give out much in the way of magic items.
Now, onto it...
The Setting
Extract from From Angelheim to Scar Peak-the Travelling Journals of Tokin the Purple Wanderer
Kyrlund
Its inhabitants know Kyrlund as the Land atop the World. The realm is situated higher than its surrounding realms, forcing a traveler to undertake an arduous journey whether entering the realm or leaving it. The land itself is incredibly rugged. Jagged cliffs and steep mountains abound. Cold, clear lakes are fed by mountain rivers and a salt sea takes up the center of the realm. Most of the inhabitants live in fertile valleys between the mountains. The lower slopes of the mountains are covered in pine.
Winter is long and harsh. Due to some oddity, the days shorten in the winter until for a time the sun never shines. During the summer the opposite occurs, and for a time in midsummer a phenomenon known as the ‘midnight sun’ is seen where the sun does not dim. Even in the height of summer the land is not particularly hot, and winters are lethal to the unprotected. The weather is volatile, and often during my stay clear skies would become thunderstorms in a matter of hours.
There are three races that make up most of the inhabitants of Kyrlund-Frost Giants, Humans, and Dwarves.
When the world began the mighty Frost Giants, known locally as the Sons of Ymir, dominated the realm. The Frost Giants of Kyrlund are different from most. They are even more ill tempered and unpredictable. They are also tougher, stronger, and more bestial than typical Frost Giants. Men bred faster than their masters, however, and eventually threw off the yoke of slavery. Now wherever a giant clan makes its home it will enslave the surrounding populace. As a whole, the human tribes are too fractured to ever truly destroy the giant threat, but the giants know that if they ever tried to enslave them all again the humans would band together. They try to keep the tribes at each other’s throats, and often make war against any human leader who is growing too powerful.
The humans farm the fertile valleys, trade with the dwarves, and conduct raiding missions against anyone they can. They are a hard people with a passion for life unmatched in more civilized lands. They drink hard and fight harder. They worship a pantheon of warrior gods and wish to die in battle so that they may fight for eternity in the afterlife. They have a complex system of laws based on the concept of the wergild, the blood debt.
The dwarves are newcomers to Kyrlund. The mountains of the realm are incredibly rich in gold, and so the dwarves brave the dangers of Kyrlund to mine their wealth. Their holdings are incredibly fortified to try and stop raids from both humans and the giants.
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