søndag 14. august 2016

Amaunator.

300 years ago after the sovereign host was first formed. Sir Lathander, one of the founding knights of a new world order. Finally after years of being dormant, hiding his wisdom and knowledge. Revealed himself to the order, as a man made God. Ready to take his place among the divine halls.

Within few moons envy and hatred spread amongst the knights. Vanity corrupting once so many noble knights. His wisdom was called out to be impure by the traitor Sir Lorent, Whose envy surpassed them all. Lord Lathander knowing his fate to be was dragged out to the great hall and stripped from his armor. Lorent ordered his holy men to chain the divine man to a pillar and prepare the execution by impalment of bolts untill death.

As the troops took aim and fired Lathander never resisted, never faltered. his divine flesh only shedding his holy blood. His last words to grace the likes of mortals parting from his lips 'Omniscient, Omnipotent, Sovereign, Immutable, how sweet it is to be a god' As our founding father witnessed these sacred events. The words shaking the very fabric of space around him. He witnessed a man ascent to godhood. Lord Lathander was reborn, for he is risen like the sun.

                                                                    Lord Lathander

onsdag 15. juni 2016

The Journey

The sound of a lute being played by novice hands. A tankard of ale hitting a hard oakwood table.  Laughter and chatter in the backdrop. A man speaking in a northern accent.

The Iron Tankard Inn. A seedy tavern located within the busy city of Waterdeep. This is where our journey begins.


Chapter: 1. The Assembly.

"So you'd like to be a caravan escort?" says the man in a northern accent, sitting at the table between two other men enjoing a tankard of ale each. "Indeed I would." replies Reylon, a slender half-elf dressed in long robes. "Bjorn, this fella looks like he'd be better off escorting a cart of books to the nearest library, not the kind of travel we have a head of us." Whispers a man sitting by the table, Bjorn seems to not pay much attention to his companions input. "I am Bjorn Steelstrike, and these are my companinons, Dürgen and Jürgen." Says the man sitting in the middle. "We'd like to ask you a couple of questions if you don't mind?". Reylon with a slight smirk on his face nods along, thinking to himself that people tend to underestimate him for his slender physic, but he is a wizard afterall, and who needs brawn when they have a mind like his. "Tell me, can you ride a horse?" Bjorn asks. Reylon begins telling a tale of his younger days when he once rode a horse. But before he can finish his intricate tale and conclude his answer to Bjorn's otherwise simple question. He is interrupted by a large man standing over two meters tall approaching Bjorn's table, having to slightly duck his head to not hit the catwalk above. "We don't have time for your life long tale, elf." he says as he slams down his tankard of ale on the table. The large man is in fact a Goliath, a half-giant. As he takes a seat he proclaims in a booming voice "I am Olav Grim, and I 'eard you fellas where looking for a caravan escort.". Dürgen leans over to Bjorn again whispering "This is more like it." With a stern facial expression Bjorn looks over the man before quickly asking "Can you ride a horse?." Olav smiles, his face turning into a large grin "If it's big enough". "You're hired" Bjorn quickly replies, before peering back at Reylon which is still standing by the table, with his smirk now turned into a slight frown seeming a bit frustrated with the interruption. "Now tell me, I see you wearing a mark of the Mages guild, are you some sort of Wizard?" Bjorn asks. "Indeed, I am!" replies Reylon.


søndag 20. mars 2016

Welcome to the Arena!

"The shadows flee as you step into the punishing light to the mob's deafening roar. Screaming faces, thirsty for blood, chant your name. They love you today, but they are fickle, like the gods. One misstep, and favor wilts to scorn. You will find no mercy if you disappoint them, but you never fail. This is your house. You raise your spear in one brutal acknowledgement of their favor, sending the crowds howling louder.

It is time. Let them come. The gates before you shriek, spilling red dust as they climb into the stands. From the yawning black pit, you can hear a slobbering gasping, grunting noise. Then it appeares-all bulbous eyes and teeth. The crowd gasp as one, but you just smil. All things die. Even monsters. You hurl your spear at the horror and sweep your steel from the sheath on your back, and the black blade glints in the unforgiving light. With an insane smile, you throw yourself forward to meet your destiny and send this abomination back to HELL!"

Welcome to the Arena fighters.
So you've decided to pick up your sword and fight for glory and fame? Or have you been captured like the rat you are, slave to the blood-spilling of beast and men alike. Your story doesn't matter, you can forget who you were, you're born anew in the arena, who you are and what you do is for the unrelenting crowd to decide.


lørdag 5. september 2015

The Cult of the Dragon bonds

As the Cult of the Dragon has grwn bolder, its actions have drawn attention. Your character has stumbled into the Cult's scheme in some manner or has a connection to dragons. The following tables provide you with bonds tailored to the campaign. Use them in place of or in addition to the ones you selected from (or created for) your background.

Bond (d10)

1. Leosin Erlanthar, a wandering monk, once saved your life. He's sent urgent word for you to meet him in a small town called Greenest. Looks like it's time to pay off that debt.

2. When an orc raid drove your family from your home, the people of Greenest took you in. Anyone who threatens Greenest is your sworn enemy.


3. Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.


4. Ontharr Frume, a crusading warrior and champion of good, is your friend and mentor. He has asked you to travel to Greenest is search of rumors of increasing dragon activity.


5. You have heard rumors that your close childhood friend,a half-elf named Talis, has been kidnapped by a strange group of dragon cultists. Your investigations into the cult have led you to the town of Greenest. You must save her!


6. Being the grandchild of a renowned dragon slayer is usually a good way to impress people, but just last week a gang of ruffians attacked you. You barely escaped with your life, but as you fled the ruffians told you that the Cult of the Dragon never forgets and always avenges. You're hoping to lie low in a sleepy little town called Greenest until this blows over.


7. On his deathbed, your father confessed that he had become involved in a group called the Cult of the Dragon. They paid him to smuggle goods across the Sword Coast. Wracked by guilt, he begged your to investigate the cult and undo the evil he may have helped foster. He urged you to begin your search in a town called Greenest.


8. The dragons destroyed everything you hold dear. They killed your family and destroyed your home. Now, with nothing but what you carry on your back and a horrid scar of the near fatal wounds you sustained in the attack, you seek revenge.


9. You and your family were members of the Cult of the Dragon, until your rivals in the cult arranged to wipe you out. Though they slaughtered your kin, you survived--but they think you're dead, and now is your chance for vengeance! Your hit list consists of three names: A human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir. You have arrived in Greenest, knowing it's the next on the cult's list of targets.


10. You have a secret. You once were a gold dragon who served Bahamut. You were too proud and vain, to the point that Bahamut decided to teach you a lesson. You have been trapped in a weak, humanoid body, with your memories of your former life but a dim shadow. You remember only one thing with perfect clarity: Bahamut's command to go into the world and prove your devotion to the cause of good. If you prove worthy, on your death you will return to his side in your true form.

torsdag 13. august 2015

The Nentir Vale

The Nentir Vale's Story
When the human kingdom of Nerath was at its height about three hundred years ago, the Nentir Vale stood as the northernmost extension of that great realm. Would-be settlers navigated the Nentir River through a trackless swamp or forged their way through a thick forest that separated this area from the rest of Nerath. At the end of their journey, they came upon a pocket of rolling grassland and light woods more than a hundred miles wide and ringed by mountains and forests, a frontier area that held both promise and peril for those who braved it.

Several settlements sprang up in the area. Foot paths between these outposts of civilization turned into welltraveled roads, and most of the towns flourished over the next two hundred years or so.
Then, nearly a century ago, chaos and ruin came to the Nentir Vale when an orc horde called The Bloodfury Clan  swarmed down out of the mountains to the northwest. By this time, the Kingdom of Nerath had begun to crumble under the relentlessness of the Orcish Horde Invasion, and the hardy souls of the vale got no help from the south.

Before the Orcish Horde Invsaion was over, much of the Nentir Vale had been ravaged. When the orcs finally withdrew, they left behind a broken and battered land. Now, for the second time in its history, the vale is a destination for those of stout heart and great prowess-adventurers who seek to turn this near-wilderness once again into a place where peaceful folk can forge a life for themselves.

The Vale Today
The Vale is still struggling to rebuild itself, with a handful of living villages and towns scattered over this wide area. Abandoned farmsteads, ruined manors, and broken keeps litter the countryside. Bandits, wild animals, and monsters roam freely throughout the vale, threatening anyone who fares more than few miles away from one of the surviving settlements. Travel along the roads or river is usually safe, usually. But every now and then, travelers come to bad ends between towns. The Nentir Vale is a northern land, but it sees relatively little snow, winters are windy and bitterly cold. The Nentir River is too big to freeze except for a few weeks in the coldest part of the year. Summers are cool and mild.


tirsdag 11. august 2015

The Orcish Horde Ivasion

A century and five decades ago the 8 Orc Clans of Nerath united to form the Orcish Horde. They raged across the north, east, and south of Nerath. The west and the Council of the Silver Flame stood their ground, while the rest of the Kingdom of Nerath crumbled. The King George Goldwynn III father to now King Gregory II, hid in the capital city Nuril fortifying it with most of his forces including all the wizards and sorcerers of the Mages Guild.


The Orcs ravaged the lands of Nerath for 6 decades, until the council of the Three Hammers and the Council of the Silver Flame decided to rally their troops. The Dwarves which had hid in their underground kingdom poured out of their mountain holes and attacked the Orcs from the north and east, while the Council of the Silver Flame advanced from the West.

Now the Orc clans are scattered, some believed to be completely vanquished. One of the clans that escaped to the far north, known as the Frost-Bear Clan, still pose threat to the continent of Nerath.

mandag 13. juli 2015

Anthal

Anthal is one of many planes in existence. The Realm of Man, the Plane of Living, the Realm of Souls, or The Plane Between, are a few common names used for Anthal.

Except from the vast oceans and seas, there are three separate continents that makes up Anthal. The Feywild: a vast forest makes up most of this landmass, it's also where elves originate from. Kargath: the largest of the three landmasses, Orcs and Minotaurs are the main residence of this continent. Nerath: this continent has the most diverse residence, and is currently home to the human kingdom.

søndag 28. juni 2015

The Gathering

The Gathering

When the many different tirbes, clans, and groups of humans, dwarves and halflings throughout the continent of Nerath decided to live under one rule. Not much is known of this time period. Many great and lesser great rulers have lived and died since the gathering, and much history has been lost.

ATG (after the gathering) is used to label or number years in the Nerathian calendars. 

fredag 24. april 2015

The main deitie of Anthal

The main deitie of Anthal:


The Sovreign Host:


Symbol: Celestial Crown
The worship of the Sovereign host is the most wide spread religion of Anthal, and also one of the oldes. Particularly across Nerath, where the royal family of the Kingdom of Nerath has chosen it as the kingdoms main religion. Throughout its history it has been challenged by newer more dynamic faiths, split by a great schism, and wracked by strife. Yet the faith of the Sovercign Host is infinitely adaptable and easy to follow, and it is these traits that have allowed it not merely to survive but to thrive.

Common Knowledge (known without having to roll a history or religon check)
The Sovereign host is a pantheon of six deities: Avandra, Bahamut, Erathis, Ioun, Moradin, and Pelor. These deities all stand for different aspects: Avandra for Exploration, Bahamut for Determination, Erathis for Civilization, Ioun for Education, Moradin for Creation, and Pelor for Consideration.  The overwhelming majority of Vassals and worshipers of the Host are know to revere the entire pantheon not just one or two of its number. The majority of many races worship this deity; Humans, Half-elves, Half-orcs, Dwarves, Halflings, Tieflings, Shifters.

Practicing the Faith
Even though religion is part of daily life for most Vassals, it normally takes the form of minor prayers and rites. Formal worship and complex ceremonies are occasional observance. Most rites and prayers are quick, simple affairs that a Vassal can perform alone. Prayers and paeans are entirely verbal (anything involving gestures is considered a rite=, and are offered in gratitude: as thanks for a good harvest, for pleasant weather, or even for luck in avoiding those who mean do to one harm. Prayers are not used to request favors of the gods; this is done through rites.

  • The Doctrine of Universal Sovereignty: As is the world, so are the gods. As are the gods, so is the world.
  • The Doctrine of the Divine Host: The Sovreign Host is one name, and speaks with one voice. The gods are the letters of that name, and the sound of that voice.

Most Vassals worship the entire pantheon rather than choosing a sinle patron. That's not to say that they don't have their favorites; a blacksmith likely feels close to Moradin than to the other Sovereigns, and many priests are better versed in the cermonies of one than the others. A minority of Vassals, called Disciples, devote the entirety of their worship toward a single god rather than the pantheon as a whole, while still acknowledging the Doctrine of the Divine Host. A rare few, called Hierocrats, refute the doctrine and believe that their chose patron is more improtant and more powerful than the other gods. Most Vassals consider Hierocrats to be misguided. 

Afterlife
Vassals believe that the soul is a tiny spark of the divine, but that over the course of a mortal life the soul's divinity slowly fades. When the soul has lost is divinity it will return to the gods in the way the gods are a part of everything so will their souls be. Vassals foresee no reward in this afterlife, they consider the blessings of mortal existence much more important.

lørdag 14. mars 2015

The Mages Guild

The Mages Guild lies on an island not too far from the docks of the capital city Nuril.

The overhead and highest ranked wizard is Grand Magus Donathan master of the Arcane. Other noteable leaders are:

  • Archwizard Vargoth the Violet; head of Abjuration. Human. 53
  • Archwizard Lucian; head of Evocation. Human. 45
  • Archmage Helena: head of Conjuration. Eladrin. 88
  • Archmage Melisara: head of Illusion. Half-elf. 76 
  • Archwizard Kelthrian: head of Divination. Eladrin. 293
  • Archwizard Zellek: head of Enchantment. Half-elf. 65
  • Archwizard Marley: head of Transmutation. Halfling. 59

Other sub-guilds around the continent and kingdom of Nerath:
  • The Purple Wizards Academy.
  • The Gray Mages, also known as the wandering wizards.
  • The Blue Mages guild. Currently only one known member left, and one apprentice.
  • The Sorcerers of Correlon.
  •  The Scholars of Ioun.

onsdag 4. mars 2015

Kingdom of Nerath

The continent of Nerath has seen many kingdoms and empires rise and fall.

The year is 4130 ATG (After the Gathering), the kingdom of Nerath has stood for 500 years. The current leader of the kingdom; King Gregory Boldwynn II is a young man of 35 years. He lives within the capital city Nuril, also known as the Golden City. His newly wed wife Lady Lauren and his unborn child went missing 2 years ago, she is presumed dead by some. King Goldwynn is rarely seen in the capital city anymore after the incident, his younger brother Christoph(28) has been speaking on his behalf. The location of King Goldwynn is unknown at the time, some say he has locked himself away within his castle in Nuril, others believe that he has gone undercover to lead the search for his wife.

The land west of Nuril is commonly known as "The West", it is a part of the Kingdom of Nerath but it has been self ruled for 400 years. It's lead by a council called the Exarch Council of the Silver Flame. The council is seated in Vigil, also known as the Silver City. There are four leaders of the council: Thoren - Military leader, Wilmot - in charge of Divinie Guidance, Sandro - Grand Paladin of The Silver Flame, Josef - Grand Cleric of The Silver Flame.

Though Nuril and Vigil is standing strong, most of the kingdom is stugling to rebuild after the Orcish Horde invasion ravaged Nerath, many towns and villages still lies in ruin.
 King Gregory Boldwynn II

onsdag 14. januar 2015

NPC: Olvesh Bloodfury

Location: last seen - Harken Forest


Olvesh Bloodfury is leader of the Bloodfury Clan. The Bloodfury clan was one of the eight major clans that made up the Orcish Horde.

NPC: Annikindri Woodsinger

Annikindri Woodsinger.
Location: Woodsinger Camp in Harkenwold.


Goes by Anni among her friends. Daugther to Elrandan leader of the Woodsinger Clan. Her father has given her command of the Woodsinger Scouts. She is a true champion of her people and will do anything in her power, including laying down her own life, to ensure their survival. Annikindri respects life in all its forms, and will refuse to see harm come to any innocent in her presence. She prefers action over words, leading her to develop a great admiration for Beorn’s success in building up the Harkenwold resistance againts the Iron Circle. But in return leading her to despise her own father for the lack of action against the Iron Circle, and lack of help given to the villagers of Harkenwold.

torsdag 18. desember 2014

Harkenwold



The Barony of Harkenwold is a broad valley just over 80 kilometers long and roughly 32 kilometers wide located between arms ofthe Harken Forest. This primarily open land consists of gently rolling hills covered in a mix ofcheery meadows, light forest with little undergrowth, and the
occasional thicket. The climate is cool and rainy. Many small streams wind their way across the land, eventually joining the White River. These brooks are at most a few meters wide, and small footbridges cross them regularly. Harkenwold's total population is about 2,000, scattered across half a dozen small hamlets and a score of isolated steadings. Most of the citizens are humans (50%), halflings (25%), and dwarves (20%), with a smattering ofother folk (5%). Harkenwolders living in the countryside are primarily farmers, shepherds, or woodcutters. Denizens of the hamlets also include woodworkers, smiths, carters, brewers, cheese makers, and leatherworkers. The other villagers tend nearby fields or orchards. The human noble Jonn Stockmer is the baron of Harkenwold. He oversees justice, defense, and laws within the six villages and surrounding countryside that makes up Harkenwold. The baron appoints village elders to help with the daily governing of Harkenwold.

Albridge
Population 180
The second-largest village in Harkenwold, Albridge stands where the King's Road crosses the White River.

Harken Village

Population 212 (town), 60 (keep)
Referred to as Harken by the locals, this Village is the largest settlement in Harkenwold. Here lies Baron Stockmer's keep.

Dardun

Population 140
Surrounded by apple orchards, grain fields, and vineyards, Dardun is known for mild white wines, cheeses, and (of course) apples. Dardun's elder is a proud half-elf woman named Madera Lir, the matron of an old family oforchardists and cider-makers.

Easthill
Population 155
A hamlet of shepherds and stonecutters, Easthill rests on the slopes of the Briar Hills. The stone used to build the crossing at Albridge was quarried from hills nearby. A human trader named Sarken Toldorff is the village elder.

Tor's Hold

Population 141
Tor's Hold is a group of steadings belonging to the seven children of Tor Hammerfist. Old Tor has been dead for many years now, and his offspring have each raised small clans of their own. The elder of Tor's Hold is Bran Torsson.

Woodsinger Camp

Population 80 (Elves mainly)
The elves of the Wood singer clans live in the southeastern part of the Harken Forest. This nomadic tribe consists of a dozen bands, numbering near 200 in total. Each band shifts from camp to camp every few months. The campsite marked on the map is closest to Harkenwold. A wise, cautious elf named Elrandan leads the band currently residing there.







mandag 8. september 2014

Character-NPC: Turalyon Sunstrike.

Turalyon Sunstrike.

Personality: Turalyon Sunstrike is a High Paladin serving the Church of the Silver Flame. Though zealous and weathered, Turlayon's eyes show kindness and wisdom. He is the Silver Flame's self-appointed defender, but regrets that violence is the only way to solve some problems. Possessing a rich, commanding voice and great physical strength, Turalyon is also capable of gentleness and compassion, though he does not suffer fools. Some would say he is the epitome of the paladin warrior — a mighty foe to his enemies and a bastion of hope to his allies.

In combat Turalyon, as a Paladin of the Silver Flame works best as a hard hitting striker, charging head-on into his enemies with his Sun-Blade, preferring to draw the attention of the enemy commanders.

Background: Turalyon is from a town that lies far west of Nentir Vale, most commonly referred to as "the west". He was left as an infant outside the town's church, where the servants of the Silver Flame found him and took him in as one of their own. Turalyon was an avid sword-fighter, when he reached the age of manhood (16) one of the High Paladins took him on as an apprentice. At the age of 20 he reached the rank of Missionary Paladin, and has been travelling mostly since. At the age of 35 he was apointed High Paladin of the Church of the Silver Flame, he stayed awhile in the town he grew up in and took on a few apprentices, but resumed his traveling three years later. 

Appearance: Turalyon is a 39 year old man with darker brown short hair, and a well groomed full-beard. He is a heavy built man weighing 100kg, and with a height of 195cm he towers over most people. He is usualy seen in his Sun-Plate armor, and wielding his Sun-Blade.


mandag 28. april 2014

Character- NPC; Count Aldrin Morgraine

The human noble Aldrin Morgraine is the Count (hereditary lord) of Fallcrest. He is in charge of the town’s justice, defense, and laws. The Count appoints a town Council and a High Councilor to look after routine commerce and public projects.

Aldrin is a natural-born leader. He takes individuals at face value and treats them with respect until their actions prove that they should be dealt with otherwise. Despite Aldrin’s open acceptance of visitors into his town, he keeps a close watch for anything or anyone suspicious, he has guards and watchmen stationed all around the town who regularly bring him reports.

To friends, Aldrin is warm and generous, freely swapping stories and information. Hospitality is extended to everyone, but Aldrin expects all visitors to contribute in some way to Fallcrest’s survival. Visiting hunters often bring meat or fur in exchange for refuge from the wilderness, and traders from around the Vale periodically bring casks of salt ale and seed for crops. While in Fallcrest, visitors are under Aldrin’s protection and he will not tolerate any threats or violence against them.

In combat he is rarely alone, he is usualy seen in the frontline commanding and directing his men, wearing his plate armour and wielding his two handed iron mallet.

Location- Town; Fallcrest.

A large town built from the ruins of a larger city. Fallcrest is the crossroads of Nentir Vale. Here travelers and traders using the old King’s Road that runs north and south, the dwarven Trade Road from the east, and the river all meet. The surrounding ridges shelter several small valleys where farmers and woodsfolk live. In general the people outside Fallcrest’s walls earn their living by farming or keeping livestock, and the people inside the walls are traders, salesmen, artisans, laborers, or merchants. People with no other prospects can make a hard living as porters, carrying cargo from the Lower Quays to the Upper Quays (or vice versa).

Fallcrest imports finished goods from the larger cities downriver and ironwork from the dwarf town of Hammerfast to the east, and exports timber, leather, fruit, and grain. It also trades with the nearby town of Winterhaven. Fallcrest is currently ruled by Count Aldrin Morgraine.



Population: 1,350; another 900 or so live in the countryside within of the town. The people of Fallcrest are mostly humans, halflings, and dwarves, but travelers of all races pass through on occasion.

Fallcrest’s Story

Up until five centuries or so ago, the Moon Hills and the surrounding Nentir Vale were thinly settled borderlands, home to quarrelsome human hill-chieftains and remote realms of nonhumans such as dwarves and elves. Giants, minotaurs, orcs, ogres, and goblins plagued the area. Ruins such as those on the Gray Downs or the ring-forts atop the Old Hills date back to these days, as do stories of the hero Vendar and the dragon of the Nentir. With the fall of the empire Lorath and the return of the Nerathian Kingdom to the south, human settlers began to move up the Nentir, establishing towns such as Fastormel, Harkenwold, and Winterhaven.

A Nerathian hero named Aranda Morgraine obtained a charter to build a keep at the portage of the Nentir Falls. She raised a simple tower at the site of Moonstone Keep three hundred ten years ago, and under its protection the town of Fallcrest began to grow. Over the next two centuries, Fallcrest grew into a small and prosperous city. It was a natural crossroads for trade, and the Morgraines ruled it well. When the Kingdom of Nerath began to crumble about a century ago, by the Orcish Horde Invasion, Fallcrest continued to flourish for a time. Ninety years ago, a fierce horde of orcs known as the Bloodsfury Clan descended from the Stonemarch and swept over the vale. Fallcrest’s army was defeated in a rash attempt to halt the Bloodfury Clan out on Gardbury Downs. The Bloodfury Clan burned and pillaged Fallcrest and went on to wreak havoc all across the Nentir Vale.

In the decades since the Orcish Horde invasion, Fallcrest has struggled to reestablish itself. The town is a shadow of the former city; little trade passes up and down the river these days. The countryside for scores of miles around is dotted with abandoned homesteads and manors from the good days of Nerath. Once again the Nentir Vale is a thinly settled borderland where few folk live. This is a place in need of a few heroes.

søndag 27. april 2014