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Post by Kristian on Jun 5, 2015 12:47:08 GMT
Since this will be an infrequent game (that is, assuming folks want to carry on), it's probably best that I repeat some basic setting info here, and probably do a bit of a session recap now and again.
So here goes (I'll try to keep it as brief as possible)...
Current Players Dave: Kezlon the dwarf James: Athlarian the elf Steve: Bale the human Nath: Ulfric the human Kath: Mary the human (with elf lineage)
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Post by Kristian on Jun 5, 2015 12:54:35 GMT
OVERVIEW
- The starting area is a region known as the Northern Kingdom (or Fornan Tarnath to give it its elvish name) - which is itself part of a far greater land known as Beronbor ('The Great Lands').
- Unlike most settings, the elves are very much at the height of their power, and not a failing people who hide themselves away in forests.
- Human society has a vague dark-age(ish) theme ...think anglo-saxon/viking/norman.
- Dwarves are somewhat secretive folk, but are largely what you would expect them to be (though less like the bad mannered Scottish lout that seems to pervade throughout a lot of modern fantasy).
- The technology reflects the above - so a heavily armoured knight for example would be clad in maille (not plate).
CONCERNING THE GREAT WARS OF THE NORTH
- Around 700 years ago the high-king of the elves was slain before the gates of Gorgast.
- In that battle, he slew one of the great demon lords of the north (before he himself perished) - so that only three of those ancient terrors now remain.
- After the king's death, his son (Mathran), took up his fathers sword, and continued to wage war upon the forces of the north for a further 200 years.
- At the end of those two centuries the enemy's forces were contained beyond the Eriathon Mountains - which where then themselves (re)fortified.
- This was only achieved after Mathran took many humans (who were newly come into these lands) into his service.
- As a reward for their aid, those humans who served alongside the elves were gifted all of the (rich & fertile) land east of the Lunuin River (which is where the main adventure will begin ...when we eventually get around to it).
THE HUMAN ALLIES
- After the great wars of the north, it was customary for many of the humans to enter the service of the Elf King, and spend time in the northern garrisons.
- This was never compulsory, but was seen as an honour.
- These days, that custom as all but ceased - except for those families with close ties to the elves and/or the sons & daughters of prominent lords and chieftains.
- The closest thing the humans have to their own king, is Lord Evoric of Brond Mindas.
RELIGION
- Religion is founded upon the basic concept that the world is itself the vessel of Amrathell (a kind of 'mother nature' spirit), who is said to be the daughter of Malloran (the sun god) and Elithennil (the moon goddess) - who traverse the heavens upon the great isles of the sun & moon - and thus shield their child from the perils of the outer dark (and the demons that dwell there).
- The Dwarven names for Malloran and Elithennil are Gebolan and Koboli respectively.
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Post by Kristian on Jun 5, 2015 13:22:25 GMT
- Kezlon and several other dwarves were journeying from Athrand (through which runs the old dwarf road) to the (human) settlement of Oldcroft.
- They were doing so to deliver a great dwarven warhelm to the village chieftain (for his son - who is about to begin his service in the northern garrisons).
- The group was led by an ageing (and well respected) dwarf named Onberan - who has crafted the aforementioned helm, and is responsible for making any alterations that may be required.
- Along the way Onberan occasionally spoke of some of the old dwarf-dwellings in the Eriathon Mountains, and also hinted that he has other business in the north.
* * * * *
As they journeyed, the dwarves came upon a (seemingly) injured man who was (apparently) fleeing a group of bandits. However, once their caravan was brought to a halt, several bandits appeared out of the trees upon either side of the road (with bows drawn) ...at which point the 'injured man' demanded that they turn over all their goods to him and his companions. Obviously, the dwarves refused, and after a (rather drawn out) skirmish, the bearded folk prevailed, and those bandits that survived were stripped of their gear and sent on their way. (despite this encounter being longer than anticipated, I hope it served as a reasonable introduction to the combat system ...even though James' NPC caravan guard was unconscious for most of the encounter)The remainder of the journey was reasonably uneventful, and after crossing the Lunuin River via Jerrun's ferry, the dwarves arrived in Oldcroft a day before the harvest festival ...only to find that Valamir (the young man who the dwarven warhelm was intended), is no longer there. Despite this, the dwarves were to be paid in full, and invited to stay for the festivities the following day.
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Post by brumguvnor on Jun 5, 2015 13:25:28 GMT
Nice!
Looks like a very rich and detailed world, with all the details already worked out... - which can be a hell of a lot of fun for a player, because we say "we go to place X" - and because you've spent so long thinking about the world you can react with "OK - on the way there you see this landmark and this unique vegetation and when you get there you see this person"... - as a player it's always reassuring that whatever we do there is layers of detail just waiting to be uncovered.
It looks lkike it is gonna be a good fun campaign!
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Post by Kristian on Jun 5, 2015 15:22:54 GMT
- Athlarian and a reasonably large group of elves (including families with yougsters) were journeying from Hal-Banath (an elven town located at the crossing of several roads) to the (human) settlement of Oldcroft.
- The group was led by a tall & noble elf by the name of Carroth - who makes this journey most years, in order to visit his old friend (Lord Valamir of Oldcroft) at the harvest's end festival.
- However, this year's festival is a little special, as Valamir's son (Vandil) has come of age, and is to follow in his father's footsteps and serve at one of the northern fortresses.
- That being said, Valamir has made arrangements for is son to serve at Annas Eriath (in the west - where there is less chance of any hostilities) - rather than at East Eyrie (where both he and Carroth once served, and also where the High King is gathering his forces) ...and this has been the cause of some contention between father & son.
* * * * *
During the journey Athlarian learned that, after his visit to Oldcroft, Lord Carroth (a former captain of the Eyries) was intending to return to East Eyrie, and serve in the garrisons once more (though he is unsure if the High King is anticipating an attack, or planning an invasion of his own). The young elf also learned that agents of the enemy had been known to slip past the elves vigil on occasion (though never in great numbers) - and most (if not all) that did, were either hunted down, or forced to flee back towards the mountains. However it was never known for sure whether these creatures had managed to somehow scale the mountains, or find some other secret way into the Northern Kingdom - though it is doubtful that they ever had a well established route. * * * * *
One day, when the travellers had made camp - a group of children had managed to disturb a nest of unusually large hornets - resulting in several of them suffering nasty stings. Carroth therefore sent Athlarian and a couple of others (i.e. NPCs controlled by Steve & Dave) to look for the leaves of a healing herb down by a nearby stream - where they also happened upon a strange mark cut into the side of the tree... ...and found a small charm or amulet in the mud... One of Athlarian's companions seemed to be filled with dread by these discoveries, judging them to be sorcereous in nature - containing runes often used by agents of the enemy (apparently, if the right words were spoken, it was possible that one of the 'arrows' on the tree would glow or something) - though the marks did appear to be quite old (and somewhat difficult to destroy). Upon returning to Carroth, the elven lord was concerned by Athlarian's report - and confirmed that he has seen similar signs and trinkets before (borne by spies and enemy soldiers), and asked Athlarian to keep the small stone safe (and mentioned something about a hermit, or possibly 'the' hermit that might know more). After this discovery, the group continued - with most of the troupe continuing south to the elven capital, while Carroth, Athlarian, and a few others proceeded to Oldcroft ...just in time for the harvest festivities.
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Post by Kristian on Jun 5, 2015 15:37:59 GMT
It looks lkike it is gonna be a good fun campaign! I hope so (though next time I hope to have my notes a little more organised) ...though I did expect to get all the intro's done, and get the main adventure under way ...but never mind So next time, we'll try and get through the 'human' intro (with the non-human players controlling a human NPC each), and then everyone should be in the same place, at the same time, and the proper (cheesy as hell) adventure can begin... (so Nath ...if you're reading this, if you wanted to create a human character you won't have really missed anything ...though don't let that influence your decision too much. However, I don't think we'll be getting back to this until the LARPers abandon us again in July ).
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Post by Kristian on Sept 9, 2015 16:11:38 GMT
OK then, assuming everyone (apart from the LARPers) is able to make it this week (and that we're giving tAoS another outing), might I suggest that, while I help Nath roll up a character, the rest of you muppets rework you Knowledge skills a little bit - so that you have a common language Note that a skill of 50% (or thereabouts) in needed for fluency (though it's probably accented if it's not your native tongue), and 80% is needed to be able to read/write.aos_sheets1.pdf (822.23 KB)
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Post by Kristian on Sept 11, 2015 8:59:22 GMT
- The 3 human characters (who were all residents of Oldcroft or the surrounding area) were invited to join Vandil (the chieftains son) for a secret meeting in a disused shepherd's hut a little way outside of town.
- Upon arriving there, they were met by Vandil, his close friend Amla (who is rumoured to be his half-sister), and Mundo (who's known to be a bit of an annoying practical joker).
- At this meeting they learned than Vandil's father (Valamir - the town's chieftain) had made arrangements for him to serve at the Westernmost fortress of the elves when he comes of age (as his family still retains close ties with the elves, and are still wont to send their young men, and sometimes women, to serve for a season or more in the northern garrisons).
- However Vandil was intent on heading North to the Eyries (as that is where the High-king is preparing for war - and the most likely place to see any action, and thus partake in the great deeds of this age).
- That being said, everything that Vandil said was somewhat criticised by Mundo (who tried to convince everyone that leaving the 'enemy' alone was a better option - or failing that, simply fleeing south) ...but it was eventually agreed that Vandil, and anyone who would join him, would set out secretly one night - and head north (and anyone who remained behind was to say nothing of this to his father).
- However, there was a nasty bug going around town at this time, and most of the PCs were already feeling a little unwell ...so when it came time to depart, at least half of those that attended the secret meeting (i.e. the PCs) were unable to make the journey.
- In the time that followed the PCs learned that Mundo's body was found out in the woods around the same time that Vandil left town (as the result of a riding accident, or so it appeared) ...and that he seemed to have been dead for around a week (despite the fact that PCs had saw him only a few days before).
FAST FORWARD A MONTH OR SO... - It was the harvest's end festival in the town of Oldcroft, and all of the PCs were together in the main hall after a day of festivities.
- At some point during the night an elf errand-rider turned up and presented a small, black, wooden sword to Lord Valamir - this being a token that the elves use to summon folks (back) into service when/if the need arises.
- It was also learned (from this errand rider) that no humans had arrived at the Eyries all this year ...and so Vandil (the chieftain's son) had seemingly gone missing (as everyone had guessed, Valamir included, that that was where he had gone).
- Being Vandil's friends, the human PCs were called into a private meeting with their chieftain, where they were forced to reveal what they knew of Vandil's departure, and confirm that the Eyries was indeed his destination.
- At this meeting, the strange stone pendant/charm was also revealed by one of the elves - and confirmed to be a token carried by the agents of the enemy ...which surely meant that spies (or similar) were already south of the mountains.
- Seeing as how Valamir had been called back to the Eyries, he was going to take the most direct route to those ancient fortresses (and inquire about his son along the way) ...though he also called for 'volunteers' to take the (longer) western road - and seek for any news of Vandil that way (as well keeping an eye open for any other worrying tokens/activity this side of the Lunuin river).
...and so the adventure begins (at f#*#!!g last! ...sorry about the incredibly slow build up)
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Post by Kristian on Sept 11, 2015 21:40:11 GMT
Also, since we are using the 'heroic tier' of play, characters will usually get even more skill points to spend when they are generated. However, I didn't want to hand them out until the introduction was complete - just so that you had a few points left over to further customise your character once you were familiar with the rules. So, you may now receive a number of bonus skill points equal to any one of your stats (STR, DEX, etc). However, you can only spend these extra skill points on skills that have that particular stat as part of its starting value. For example, if you chose your STRength stat - which we'll assume has a value of 15 ...you then have 15 points to spend on any skill with STR as part of its starting value (for example Athletics or Close Combat). If you chose you POW stat - which we'll assume has a value of 11 ...you then have 11 points to spend on any skill with POW as part of its starting value (for example Perception or Resilience). You can put all of the points into one skill, or spread them out over several. Hopefully that make sense, and gives you something to consider for next time
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Post by Kristian on Nov 17, 2015 15:18:29 GMT
OK then, since I devised a calendar for the world a while back, I may as well use it ...so here's the recap of the last session with the relevant dates added: 1st Waxing of Lenc-Ithron : The harvest's end festival (see previous recap). 2nd & 3rd Waxing of Lenc-Ithron : The party journeyed along the road (westward) inquiring about Vandil as they went (and learning that he had indeed passed this way). 3rd Waxing of Lenc-Ithron : After a long days march they came upon Arengar's house - where several things happened all at once... - In the distance two riders could just about be seen - though no sooner as they were spotted, a group of figures emerged from the woods (one of which appeared to be an absolute giant of a man ...if man it be) and ambushed the horsemen, while at the same time a cry could be heard from the woods near at hand.
- Deciding to investigate the nearest 'threat' first, they discovered Arengar (a blind elf and his two hounds) being attacked by large wolf-like monstrosities ...and so the party waded into combat and eventually dispatched all but one of the beasts (with the final one fleeing off into the woods).
- Then, while escorting Arengar back to his house, they noticed that one of the riders (that they had witnessed being ambushed earlier) was drawing near - though he was himself slumped in the saddle, and his horse in a state of panic.
- After seeing to the injured rider, all save the dwarf headed off to the 'ambush site' (where the riders had been attacked), and tracked the 'brigands' through the woods (in the hope of finding the missing rider*).
*and no doubt to kill things and take their stuff!
- Here they came upon two human-like creatures that had been left behind by the main group (not quite bestial enough to be beastlings ...but also not quite human enough to be wildlings) - one of whom was badly injured. After interrogating one of these 'things' they learned little other than their cheif's name (Meccas) and that they had snuck into these lands 'under the mountain' (via some old dwarf tunnels that had since collapsed or somesuch).
- However the creature was soon put out of his misery by the elf (as it continued to insult the 'pale devil' throughout the entire interrogation), and the party continued to track the main group.
- Further into the forest the trail appeared to split into two groups ...and the one the party chose to follow lead back to a small camp (that was in the process of being disassembled when they arrived).
- After a brief skirmish, one of the wildlings (for these were indeed just 'men') was captured, and the whole group returned to Aregar's house for the night.
So currently...
1) The party (especially the human PCs) are still seeking for Vandil (and his two companions). However, Vandil may have been enslaved and taken to the old (dwarven) 'collapsed tunnel' to work on reopening it, and Alma (his probable half-sister) might have been slain. 2) Athlarian (James) has been tasked with seeking 'the hermit' who lives near the source of one of tributaries of the Lunuin River, and has in his possession a (cursed/evil?) trinket that this hermit might know more about (even though he is not to be entirely trusted). 3) Kezlon (Dave) has an unhealthy interest (and some knowledge) of sorcery (and may know somewhat of evil/cursed trinkets ) ...as well as being aware of the fact that the dwarves are hoping to reuse some of the 'old tunnels and halls' in the mountains to the north of here. 4) The injured 'rider' (who appears to be an errand rider of the king) should awaken come morning. 5) A captive wildman is currently bound and gagged in the barn. 6) Most of the bad guys encountered thus far have bore an emblem (on shields, tunics, etc.) similar to this:
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Post by brumguvnor on Nov 18, 2015 14:37:39 GMT
dang, that's some good summarising!
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Post by Kristian on Dec 5, 2015 13:34:55 GMT
4th Waxing of Lenc-Ithron- The party's interrogation with the wildling captive didn't go very well - as the man was largely unfazed by their threats.
- He did however challenge Athlarian to a one-on-one contest ...and if the elf won, the wildling would tell all that he knew ...but if the wildling won, he would be set free.
- Athlarian agreed to a 'first blood' contest ...but was outmatched by the (injured & sleep-deprived) wildling.
- Seeing his colleague severely injured (by the very first blow of the wildling's axe), Bale acted quickly, and bludgeoned the victor from behind.
- The unconscious wildling was then placed in the forest and 'set free' (as agreed) ...though our 'mighty heroes' tracked* him back to a place where a couple of beastlings were lurking near the entrance of a small cave in the side of a sinkhole.
- Here they overheard that Meccas (their 'chief') was heading back across the river (to the elf-ruin?), and Burzhon was now in command of those this side of the river. They also seem to be on the look out for a one-eyed elf.
- After a brief skirmish - the wildling and one of it's beastling companions lay dead ...and Athlarian felt himself inexplicably drawn to the entrance of the cave.
- However, just then the injured beastling came to ...and revealed to Bale that the 'elf-rider' (that they had captured the day before) had been sent into the nearby cave as a gift to Ro'gor the devourer - just as the rest of the party were headed inside...
*actually one of Arengar's hounds did all of the work ...as it turns out our 'mighty heroes' are also pretty poor trackers.
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Post by Kristian on Dec 18, 2015 21:49:08 GMT
OK this isn't directly linked to the game at the moment ...but this past week I've been teaching myself how to make 3D models on the computer (as I felt it was time to try something new, and take myself out of my comfort zone). Well, I think I'm getting the hang of it now ...so here's a very short video that shows how I envisage the armour (or at least the helmet) worn by the elven troops up at the Eyries. So, if/when I say "...and their helmets look a lot like that video I posted on the forums." you'll know exactly what I mean Anyway, I'm rather pleased with my progress (as you can probably tell by the fact that I'm blowing my own trumpet here) ...though the whole process is very slow going (especially when, like me, you don't really know what you are doing ).
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Post by Deleted on Jan 30, 2016 12:09:43 GMT
Thanks for a great game Kris The Devourer was really evil!
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Post by Kristian on Feb 22, 2016 11:47:26 GMT
4th Waxing of Lenc-Ithron- Everyone (save the dwarf - who was interrogating the captive beastling) entered the lair of The Devourer, and Athlarian (who still had in his possession the strange amulet he found upon the road) was drawn deeper into the cave (against his will).
- The rest of the group followed, and made their way across a rickety bridge, disturbed a colony of bats (which made visibility difficult), and up to a ledge where both Athlarian and the missing elf were seated upon the floor in a stupor.
- Upon the floor itself was a strange sigil with many strange markings - and upon further inspection both Athlarian and the messenger were sat upon a mark which corresponded to the strange amulet which they bore.
- Rousing the pair was not an easy task, though the group was eventually successful - but during that time a large, dark, shape was spotted moving around inside the swarm of bats to their rear.
- Deciding to see if they could find another way out (rather than face 'the devourer') our brave adventurers fled deeper into the cave, battled strange (hairless) emaciated humanoids, before finally being cornered by the half-man / half-bat type thing that was Ro'gor.
- Though with luck (but not without injury), our band of heroes proved victorious - and so they headed back out of the cave to see how Kezlon (the dwarf) was getting on with his interrogation....
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