Diatesseron, a 4e Campaign Setting

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#1

mistress_of_mockery

May 19, 2008 17:28:12
For glory... For treasure... Four adventure...
(Yes, the 'u' is there on purpose. Call me a 'tard :P)

Welcome to the wonderful and magnificant world of Diatesseron (or so, that's what the dragons call it).

This post right here (the one you're reading) will contain house rules and whatnot for my game. Obviously I don't have any fourth edition books yet (duh) so anything (or everything) in my below posts could be completely wrong. Some stuff (as you'll see) will be left out. This is intentional - either I haven't yet finished that section or I want to wait until I know more about fourth edition.


... And yes, I know that the classes part is reduntant. You can ignore this, but I'm printing this off and giving it to my new players (none of which have really played D&D before).


And without further ado...

(I know, you're thinking 'AH! Wall of text!' I'm going picture hunting once I post everything)
#2

mistress_of_mockery

May 19, 2008 17:28:37
Dragonborn
“You ever see one o’ tha dragonmen b’fore? Don’t see much around here, no doubt, but if yer ever goin’ through the Algus make sure to stop at one o’ them eastern towns. Amazin’ creatures, no doubt. Firs’ time I was in the Algus one o’ ‘em asked fer directions. No, not from me, stupid! Anyways, they’s got scales like dragons. And fangs and tails, too! Don’t look too smart. I reckon they’re more like animals.”

The dragonmen, or skizm in their language, are a sophisticated and powerful race from the eastern desert of Ros’havej. Their culture represents something of an oriental society but in the middle of the desert. Their samurai warriors defend the great emperors with great skill while the lowly slaves build great pyramids to their draconic gods.

Their exotic nature is a marvel to most natives of Valona and they are often treated as either elegant lords or unintelligent muscle by humans. They rarely feel the need to mingle with the western world, but when they do they will send trading caravans to the Algus. A dragonborn’s strengths lie in his devotion to his emperor and gods and his courage on the battlefield.


Dwarves
“Long before the human kingdoms came to dominate Valona the mountainfolk fought on their mountainsides. They fought the most fearsome of foes with such vigilance and strength of heart that they won. Guided by their living gods the dwarves struck the mighty giants down and banished them to the north. That’s why you’re not seeing giants around these parts, lad.”

In the beginning, so the dwarf tales go, there were the dwarves and there were the giants. Led by living gods, both sides clashed in epic wars to the north while humans only started to inhabit the three provinces. Be it luck, courage, or a sort of godly boon, the dwarves defeated the giants.

The mountainfolk, as they are called by humans, take these stories to heart. They revere the mightiest of those gods that helped their ancestors crush the giants. Today they dominate the northern mountains of Heltarg (although some have traveled to the south and live in cities), constantly protecting the humans from the northern giants.


Eladrin
“The feyfolk? Of course its just a story! You saw one? Rub yer eyes, kid. If you’d been seein’ one o’ tha fairies, you’d be long dead by now. What are you talkin’ about kind? I’d go talk to a priest ‘er somethin’ if I was you, maybe he can fix yer up.”

The southernmost province of Paraisal has as many stories of murderous feyfolk as they do about rampaging dragons and dark gods. The eladrin, as extension of their fey creators, are mischievous and fair folk generally shunned by humans. When they were pushed from their world by the Dark Queen they settled into the world’s forests, making Paraisal’s fairy tales all that real.

The people of Paraisal fear the changelings (as that is what humans call eladrin) and their forests. Most changelings fall into one fairy tale stereotype or another (wicked witches, fair princesses, fairy godmothers, powerful ‘ogres’, hobgoblins, etc.).


Elves
“I hear there are… less sophisticated longears out there. In a land called the Reach, even farther north than the mountainfolk’s mountains. They hunt polar bears and whales and worship animal spirits. More savages than the goblinfolk they fight, I suspect.”

The longears of the Reach are what is left of Gosseiron’s mighty warriors. They have degenerated into little more than savages over their many thousands of years of isolation in their snowy lands. Their ears, so the people who have seen them say, are longer and pointier than the longest ears of any longears that dwell in the cities. They say it is to hear the spirits speak to them and guide them.

They have no need for sleep, these elves, instead entering a trance in which they communicate with the spirits that guide them. An elf hunter is said to be twenty times more dangerous than any human hunter, because of these spirits. Any accounts of meeting a band of elves in their territory always ends in death. The longears are very confrontational and territorial and never back down from a fight.


Half-elves
“A pleasure doing business with you, sir. Ah, you sir, you look like you could use one of these. What is it? Well, truth be told, I haven’t given it a name yet. But watch, good sir; just watch for a moment. You see that rain; I will step into it without getting wet. Magic, sir? Heavens no. See? It’s a portable roof. For you? Three gold, my friend. Five for a collapsible. You sure? Come on. You won’t regret it. A pleasure doing business with you, sir.”

The longears, without a doubt, are the most sophisticated and advanced peoples in all of Valona. Their inventive minds coupled with extraordinary people skills make them the leaders in what they call ‘the new world’. Their technology is not only top of the line, but above the line. If it exists, could exist, or maybe possibly might be able to exist, a longear can make it.

A longear’s shop is a marvel for any man. Pockets are never deep enough to buy everything one could want (which, no doubt would be everything). Should you by that portable roof? Oh, what’s that do? Unfortunately (for humans, not longears), the longears technology costs quite a bit, making it only available to the higher classes.


Halflings
“I don’t think we’d survive without the riverkin running things. Not a man in Heltarg who don’t like some good ol’ Paraisal wood but not a man in Paraisal can survive without the Algus’ wheat and there’d be no weapons nor tools if it weren’t for the miners of Heltarg. Yup, I reckon the riverkin be the best thing that ever happened to Valona.”

The riverkin, as they’ve come to be known as, are the primary traders and travellers between the three provinces. They run the rivers and the bridges of the provinces with a wide smile and an open hand (for coin, of course). During wartime the riverkin seem to remain completely neutral (or at least they appear to), gaining the unwavering trust of the three provinces (they aren’t above using this trust to gather an extra little ‘tip’ from travellers).

Some riverkin feel out of place when not in the free-flowing water of the rivers, while some feel at home only in the bustling crowds of cities. The riverkin (with perhaps the exception of the longears) are the most likely of the demihumans [I know, a 2e term] to settle in with humans.


Humans
“There’s more o’ ‘em in a single city than all th’ bugs I can squish with my hairy foot!”

The humans are the dominant race in Valona. Their habits and religions have spread and leaked into the other races’ traditions. There’s nothing too special about the humans (at least this is what the demihumans say) except their sheer amount of numbers. In any given town you’re likely to find twice as many humans as anything else all put together.

They have come to rule Valona, stretching from the Reach to the tip of the Algus. Driven by a never-ending thirst for knowledge they constantly dig deeper into mysteries and secrets that they probably shouldn’t even know about. They explore the deserts of Ros’havej and the southern islands of Zelera, dreaming of one day conquering them.


Tieflings
“By the Devil’s Rod, human, hold your tongue! We don’t want them to hear us. If you were I you would have done the same thing. Now help me clean this mess up before somebody sees!”

Hundreds of hundreds of years ago, so the tiefling legends go, a great and noble human ruler made a pact with the darkness itself. The deal, so it goes, was that the ruler allowed the devilkin to inhabit his great and pure country. In return, the dark beings would serve him in battle. As war with other small kingdoms went on the devilkin proved a valuable asset. They cleared villages and destroyed armies by themselves. All was going according to plan, but when the ruler finally conquered all that there was to be had he ordered his knights to turn on the devils, to slay them. And so they did. It was a wondrous time for the kingdom until the knights began to have children about a year after. It seemed that any knight who spilt the blood of a devil would have a child equally as vile. Their children represented the devils and served as a constant reminder to these knights.

The tieflings now inhabit small villages on the outskirts of human towns. Every so often a tiefling will live in a town, but he would be subject to scores of racial slurs and derogatory shouts. No one in a city could afford to trust a tiefling, it was madness. Many tieflings have gone mad, killing hundreds of humans but earning their race an even worse reputation in a seemingly never-ending cycle.
#3

mistress_of_mockery

May 19, 2008 17:29:10
Cleric
“Aye lad, yer hurt. Looks bad. What in the Nine Hells happened to ya? An orc, you say? This far south? No, it won’t hurt. There, you’ll be fine. Watch out for orcs.”

Religion plays a key part in the world. Two characters nearly identical in build that follow two different religious paths are completely different. This fact is even more true among clerics. Clerics can range from zealous knights of a great church to crazed cultists to mere storytellers or elder druids. They are usually the primary healers or buffers of a group.


Fighter
“Yes, I know he looks tough, sir. Do I think I can take him? What kind of question is that, of course I do. Let me see, I’ll take that one. Wait, what’s he using? An axe? Okay, bring me shield.”

Fighters are elite soldiers and wandering warriors. They are the heroic knights of the greatest lords and the lowly town watchmen that sleep on the job. Fighters can fit into any militaristic role in the world (although sometimes another class is better for a certain role). They are usually the primary damage dealers or meatshields of an adventuring party.


Paladin
“You, fair maiden. Are you hurt? A dragon? That is terrible. Fear not, I will protect them. Squire! Fetch my lance. We’re going to slay a dragon!”

Paladins are the holy warriors and templars of the world. Mighty soldiers that are skilled in bringing down evil in all its incarnations. Their overzealous attitude can get them into trouble from time to time but they usually manage to get out on top (and, for some odd reason, they always seem to get the girl).


Ranger
“I’m not sure on his name, but aroun’ here they call him Hunter. He’s one o’ the rangers of the north. Dangerous men but mighty skilled with a bow, I hear. Rumour has him know just near everything about the surrounding land. If yer ever lookin’ fer something, he’d be the man ta see.”

Rangers are the skilled men and woman that find themselves at home in the wild rather than the towns and cities. It’s a dangerous life but many say it is well worth it. They can come from all walks of life, savages or wildmen that wish for adventure, farmboys with that extra splash of heroism, nobles fed up with the rich life, or simple folk wanting to get out and see the world. Rangers will most likely be the primary or secondary fighter of a group, but they can probably fill the stealth roll if they must.


Rogue
“What are you talking about I stole your coin purse? I don’t think I’ve ever seen you in my life. Woah, hey. Calm down! Ah! Someone get the watch! Get off of me!”

Rogues are the thieves, thugs, and tricksters of the world. Assassins and gangster brutes that have nothing better to do (or are forced to) than steal and be mean. Through their various exploits they manage to pick up quite a bit of skills that could be a very useful addition to any party. Rogues specialize in being sneaky, tricky, and getting past obstacles (both in and out of fights).


Warlock
“Don’t cross me again, fool, or I’ll have your face melted off by the very same dark powers you curse with! Who am I? Your worst nightmare, of course.”

Warlocks are both cursed and blessed people of any walk of life. One does not choose to be a warlock; they are cursed or gifted by higher beings that somehow attract their attention. Traditionally, the darker powers bless/curse the tieflings while the Fey Courts bless the eladrin, and so on. Warlocks serve as a powerful firepower to the party, using their dark gifts to combat the monsters they are so much alike. (Yes, warlocks in my world have a very ‘favoured soul-y feel)


Warlord
“Strike under the belly, its chitin looks weaker there! Kit, strike now! Yes, how about a lightning bolt? Great, now for a finishing blow. Whew, that was a close one, guys.”

The warlord works great with others, commanding them on (and sometimes even off) the battlefield. They are the natural leaders, the savage chiefs, the militaristic lords, or the great warriors of a dwarven clan. Warlords work extraordinarily well with others and provide a great tactical edge for groups on the battlefield.


Wizard
“Can you not shut your mouth for eighteen seconds, you damned fool? Can’t you see I’m trying to do something that you couldn’t do if you spent the rest of your life trying? So please, just remain quiet for eighteen seconds or I’ll turn you into a frog.”

Wizards are skilled and studious people who have managed to harness arcane power through the arts of magic. Unlike clerics or warlocks the wizards do not receive there power from gods or ancient pacts, instead studying for many years or being trained by wise mentors to learn the simplest of spells. Wizards, like warlocks, provide fire power for a group of adventurers.
#4

mistress_of_mockery

May 19, 2008 17:29:29
The Feywild
“Don’t worry. They’re just stories. Of course there’s no world where fairies wage eternal war on one another. That would just be silly. Who told you that? Didn’t I tell you not to trust the changelings? That’s right; just go to bed, honey.”

The Feywild is a twisted mockery of the modern world. Where a major mountain is in Valora there will be a mountain in the Feywild. The Feywild, however, is much more wild and ‘pure’. Fey Courts run things there, served by gnome slaves. War breaks out at every turn between the Gamra and the High Fey Court. The land is in constant turmoil as fey of all sorts battle their relatives and friends.


The Shadowfell


The Elemental Chaos


The Astral Sea
#5

mistress_of_mockery

May 19, 2008 17:29:47
Currency
“You did not just spend five kings on that – that – that contraption! I will not have it! Go back to that longeared merchant and demand your money back! This thing is more garbage than comes out of the cow’s ass!”

Valona has a currency system reminiscent of most worlds. At the lowest end is the lowly copper piece, called a jack, ten jacks can get a queen, which is a smaller, silvery coin. Similarly, ten queens is worth the fair-sized golden king, and ten kings will net you a fancy platinum ace (which most men won’t see in their lifetime).


Hierarchy
“You can’t do nothing about me, *sir*, I’m here on the king’s orders. Ya, I bet you’re sorry, now get your grubby hands off me.”

King Charles ir’Valum IV is the current ruler of Valona, living in his mighty castle in western Paraisal (away from the worries of the world). A high lord or lady is appointed by the king to each of the provinces. As leader of that province, the lord or lady will appoint a handful of lords and ladies (usually three to seven) who will, in turn, give land to a handful of dukes and duchesses. Typically every member of this hierarchy is human with minimal exceptions.


Time, Seasons, Days, etc.


Algus
“Nothin’s special about the Algus, I don’ reckon. Got some nice crops and some nice ‘n’ mighty knights, but tha’s about it.”

Algus is the easternmost (and smallest) province of Valora. It’s plains for farming produces the most heroes. It is the most ‘arthurian’ of the three provinces. Orders of knights roam the countryside on magnificent mounts while farmers slave away in the Algus. Dragonborn merchants from the east trade their goods here. Cursed tieflings are common outside villages. The magnificent and beautiful hilly countryside would no doubt be set in New Zealand.


Heltarg
“Heltarg’s just ice, snow, and mountains. Sure ya got yer occasional tree or bush or village but why go there when you can stay right here in the Algus? Not ‘less someone’s makin’ ya go.”

Heltarg is the northern province, west of Algus. Its mountainous landscape is the natural home of the dwarves while its westernmost frozen areas (the Reach) are the natural lands of the elves. In between the goblinkin gather in their horrid tribes, infighting the only thing keeping them from launching attacks on the southernmost villages of Heltarg.


Paraisal
“Paraisal ain’t nothin’ but a whole whack of trees all plopped down in the ‘xact same place.”

Paraisal is the southernmost province, again west of Algus. The province is generally heavily wooded, except for the westernmost area which is swampy. Paraisal is said to have a close connection to the Feywild (closer than the rest of the world) and is the home of the most changelings. The people of Paraisal are generally tougher than those of Algus or Heltarg, and even though Heltarg is commonly referred to as savage (except the dwarves), the humans of Paraisal seem tougher and less trusting than those of Heltarg.


Lingston Market
“Lingston Market? The city of wonders? No, I haven’t been there. I’d love to though, wouldn’t you? A city run by the riverkin, imagine that? I wonder if it’s as big as they say it is.”

Lingston Market belongs to no single province. It is at the joining of the three rivers that split them. The wondrous city is something of a trading city, a huge capitol of the world that has anything anyone could ever want. The city is rather large with human sized buildings. Official campsites for merchants and whatnot scatter the city. Tents scatter these campsites. An undeniable halfling presence maintains the upkeep of the city. It serves as a place not only for trading goods, but also finding work (for adventurers, that is).
#6

mistress_of_mockery

May 19, 2008 17:30:03
Goblinkin
“Does anyone know what the seven great tribes of the goblins are? Yes, you there in the back. That’s right – the orcs, gnolls, stul, gargoyles, fennies, bugbears, and hobgoblins. Very good. Now, does anyone want to tell me what’s so special about each tribe?”

Powerful orcs raze small villages. Savage gnolls hunt the forests dry. Fantastic stuls party in their near-paradises. Polished gargoyles laze around their gothic castles. Weak fennies slave around for the other goblinkin. Dominant bugbears compare treasures with their rivals. Proud hobgoblins wage war against anything that can move. These are the goblin tribes of Heltarg, each dangerous in its own right. Rumours pass around the dwarven mountains that a new king of mongrel goblin has appeared; bastard children with mixed blood and combined strength. Only the dwarves see these mongrelfolk, who wish to unite the goblin clans, as a threat.


The Fey
“There are three kinds of fair folk, son, each one is as dangerous as the next. Just because they hate each other doesn’t mean they’re good guy bad guy, they’re all bad guys. Here take this. What is it? Cold iron. Sun folk find it freezes them, blood fey find it utterly sickening, and it burns the dark kin. A handy thing to have when travelling through the Gloomwood.”

Three kinds of fey inhabit the Feywild: the sunfey, the bloodfey, and the darkfey. Each fey type has very similar abilities but a very different feel about them. Sunfey seem to be very peaceful and righteous, bloodfey seem to be hardened warriors, and darkfey appear to be twisted mockeries. The sunfey and the darkfey instinctively hate each other and many Courts go to war for little reason other than this. Bloodfey Courts make a living off fighting as mercenaries in these eternal battles.


Gnomes
“What’s the matter with you? What’s the matter with him? Have you never seen a little man with horns before? I think he’s never seen a gnome before.”

The gnomes are the servants of the Fey Courts. Each Court’s gnomes are different in some way or another from every other Court’s. One Court’s gnomes may sport tiny horns while another’s has dragonfly-like wings. The next may have satyr-like legs or the tongues of snakes. Gnomes do the dirt work of the Courts and serve as a sort of ‘foreign affairs’, travelling to Valona to do their Court’s bidding.


Brue
“What are you talking about you saw a fey-beast? No, I think you’re crazy. The head of a bird? I bet we can find someone to help you, come on.”

The brues are great creatures that serve the fey god Rubik. The great beasts resemble bears or wolves or other powerful animals coupled with birdlike features. Brues are commonly called owlbears by the people of Paraisal, but the wise god Rubik doesn’t mind (because owls are often considered wise).


Giants
“The giants of the north farm humans! How much more evil can one creature get? What are you talking about you refuse to go up there? You’re a hero! Heroes kill giants!”

The giants are the natural enemies of the mountainfolk, great primitive beasts who herd smaller humanoids. They constantly skirmish with the dwarves and elves of Heltarg for power. They have complete rule over the Great North, a vast and frozen wasteland that is nearly inhapitable to most other creatures. One giant is often enough to raze and plunder an entire village, but for whatever reason they often insist on fighting in groups.


Nezumi
“You don’t think the ratfolk are scary. Of course not. Have you ever fought them in numbers? I didn’t think so.”

The ratfolk are the greatest enemies of the dragonmen of the west. They inhabit the vast deserts as nomads, never resting. They stop at skizm cities (making sure to be in relatively large groups) but are always mistrusted. A ratfolk by himself is little danger to a dragonman, but the nezumi are clever and nearly never opt for a one to one battle, always fighting on their own terms.


Dragons
“It's already time to depart? Ah, time flashes so fast. No matter. You, fetch me a wyrm! What do you mean you don't have dragons here?”

Dragons are rare outside of Ros'havej. Sometimes a dragonling (dragon-like being, like a wyrm, pseudodragon, dragonne, or dragon turtle) can be found with a (large) community of kobolds. Usually, however, one must go to the east to see a dragon. In Ros'havej great dragons walk the streets as a noble might. Wyrms serve as mount for those nobles that aren't dragons. Pseudodragons are faithful pets of scholars. The role of dragons is a thousand times different than it is in Valora.


Warforged
“You scoff at the longears now but have you seen their latest inventions? They can create *life*!”

The warforged are warmachines created by the longears for the armies of Algus. The process to create one is quite a task and is incredibly time consuming and draining. The mechanical wonders must be crafted with such care and love that there are so few in the world it is hardly worth mentioning. That is, if they weren’t so incredible.


Drow
"I saw it with me own eyes! Aye; a longear black as night!"

The drow of the south are even more rare in Valona than the dragonmen or the warforged. The live a tribal life on their islands with relative peace (war between tribes is expected). Their primitive society is given life by elemental magics, making their culture so very different. Tribeless shamans that revere the four elements are the drow leaders, making sure things don't get out of hand and dealing with issues from the north should they arive.


Elementals
"You look like the earth just got up and smacked you in the face. It did? What? You're sure? I always thought those were just stories.

Elementals are common in drow communities. They are as animals to a Valoran community. The smallest of elementals serve as pets, bigger ones are used for various tasks (earth elementals do labour work or serve as mounts, fire elementals provide heat and cook, etc.). In some ways the elementals have a stronger presence than animals themselves.


Kobolds
"Honey! Call the adventurers! Looks like we got kobolds again."

Kobolds are, for lack of a better word, pests. They're smart and they're clever but they're little more than pests. They infest the deepest tunnels, the tallest mountains, the smallest farmhouses. Little more than intelligent rats. That is, if they weren't so powerful. Sure, a human would be able to smack a kobold around with his pitchfork but a kobold would never let him do that. Numbers and stealth (and magic) are where it's at.
#7

mistress_of_mockery

May 19, 2008 17:30:20
The Empire


The Giant-Dwarf Wars


Lord Gosseiron’s Reign


The First Humans


The Conquering of Valona


The Schism


Modern Day Valona
#8

mistress_of_mockery

May 19, 2008 17:30:38
Ros’havej
“When I traveled east I was surprised to see a totally different world than ours. Sand covered the land as if a giant beach without water. Dragons roamed the cities with the dragonmen, speaking in their odd tongue. Large pyramids were erected to odd deities. It was a wonder to be seen.”

The desert lands of Ros’havej are huge and vast with a burning sun far worse than anywhere in Valona. Every so often an oasis will appear, blessing travellers with its presence. Ten great pyramids are erected in the farthest corners of the deserts to the living draconic gods. Castles and cities of great empires expand towards the west and farther east. Skizm samurai skirmish with the nezumi bandits. The land is exotic and so different than Valona that the two could be on different worlds.


The Great North
“Just a bit north of the northernmost mountain of the northern dwarf clans is the northern lands of the giants. These lands are frozen with ice and snow but the bigfolk somehow manage to live up there, surviving as if it was a nice autumn breeze.”

The giants live in the snowy wastes of the Great North, a frozen country north of Heltarg. In their frozen wastes the giants run an almost farm-like life, herding smaller people or animals as if they were nothing but fodder.


Zelera
“In all my travels I’ve never seen a place like Zelera. Four large islands circling each other. Living peacefully together but with an inner turmoil you can almost sense.”

Many drow don’t know it but their gods are their land and vice versa. The four great islands of Zelera are the deities they revere. The easternmost island is the island in which their king was buried alive. The westernmost wasteland is actually the back of the great sleeping turtle god, Rinefurb. The northernmost is the half-sunken huge metal longear ship, the WW Floreta (where WW means something akin to SS). And the southernmost is the egg of the great spirit bird Wingstud, in his eternal cycle of rebirth. These islands serve as the home of the drow and are so far removed from Valona that the two nearly never collide.
#9

mistress_of_mockery

May 19, 2008 17:30:57
Universal Pantheon
“You ever be to one of those united temples? It's not a temple; it's a blasted city. I'll bet you you can find any sort of person you can find in a city in one of those temples.”



Avandra: Goddes of luck (I'm guessing halflingy things)
Bane: God of war
Corellon: God of elfy things
Gruumsh:
Lolth:
Moradin: God of dwarfy things
Pelor: God of the sun
Semiazas: God of chaos
Tharizdun:
Torog: ???
Vecna: God of death and secrets
Zehir: ???

(Note: This is purely what we know from that insider thingy; I'm not sure about Vecna but he's important to my game. Semiazas is kind of homebrew)


Halfling Folklore
“The riverkin have their own myths, too. Ask any of the littler traders about the River Snake and they’ll be on ya fer hours. Amazin’ stories, though, ya can’t deny tha’.”

Halfling folklore revolves around the rivers that they trade on. Halflings believe that the world was once all water, the pure substance, but was intruded on by the gods who created land. They acknowledge the existence of other gods in their myths, but they choose to revere a ‘pure’ pantheon.

Dreketi: The river queen is commonly confused with the human demigod the Lady in the Lake. Dreketi serves a motherly role in myths as a provider and healer.
Jaba: The prince of wealth in halfling myth. Worshipers of Jaba are usually merchants that wish for a good deal or thieves that wish for a good steal.
Kikori: Kikori serves as a sort of comedic relief in halfling folklore. As the god of luck he always seems to come out on top.
Navua: Navua is the River King. Whenever asked who rules the halflings the answer (nine times out of ten) will be Navua.
Seminatrix: The river snake is often depicted as a bad guy; a dark prankster who’s plots always end up hurting someone. The river snake, says the halflings, is just misunderstood.


Tiefling Dualism
“Our gods are not as two dimensional as yours, human. It is impossible for your kind to understand our internal struggles.”

The dualism of tiefling religion is rather straightforward in their eyes, yet non-tieflings find it near impossible to understand. The tiefling struggle daily with the dark powers they were created from; they are forced to fight back urges ten times as bad as the worst human’s. Their darker force, Temptation, wants them to commit these acts. The opposite force, Redemption, is equally as powerful, sending the tieflings into an almost overzealous state. The key to most tieflings is finding a balance. Some, however, will go overboard one way or another and not even know it.

Darkness: Darkness, as it is called by those who don’t know its true title, is a dark entity that is associated with the creation of tieflings. Tieflings don’t worship, but rather loathe, it.
Redemption: Redemption is the name of the force that causes tieflings to commit righteous acts. This half of the curse can draw them to become overzealous against their will.
Temptation: The second half of the curse is the force that makes tieflings commit heinous acts. Because of this, most tieflings are mistrusted by others.


Eastern Draconic Pantheon
“Their strange pyramids captured my attention nearly instantly. There were ten, a priest had told me, each erected to one of their gods. He pulled a thick tome from behind an altar-like slab and handed it to me. Inside it lay the great mysteries of the ten draconic gods.”

The dragonmen of Ros’havej revere the ten dragon gods as their creators and providers. The dragons fly over their desert skies and inhabit the bountiful oases of Ros’havej. Each of the dragons has a huge pyramid in a different corner (not really, duh) of the desert.

Anubis: The White Dragon is what the skizms call their Final Judge. When a skizm dies the great dragon decides his fate in death.
Apep: The Red Dragon is a great snake-like beast that is feared throughout Ros’havej. The skizms claim that he was once a great dragon cursed by Rehorak but became a bitter snake that crawled to the pits after being disgraced by his enemies.
Bast: The Blue Dragon is the god of pseudos, which are said to give protection from the darkness in Ros’havej. Mummies and ratfolk alike both seem to fear the pseudos for the strangest of reasons.
Isis: The Copper Dragon queen is the goddess of fertility and magic. Together with her husband Osiris she is the ruler of the eastern draconic pantheon.
Nephithis: The Black Dragon is the goddess of death who flies the night skies. Mourners will offer prayers as she passes overhead.
Osiris: The Bronze Dragon rules the underworld. He is worshiped by skizms as a ruler and a guide in times of need.
Pitah: The Brass Dragon is the most well known of the eastern draconic pantheon outside of Ros’havej. The loremaster is a patron of travellers and those who seek knowledge, and as such his priests are most often the ones that travel west.
Rehorak: The Gold Dragon is the greatest dragon. He does not claim rulership (which instead extends to Isis and Osiris) but nearly everyone worships, fears, or respects the power of Rehorak.
Set: The Green Dragon is seen as the most evil being in all of Ros’havej. He is feared throughout the deserts as a bringer of storms, plagues, and draught.
Thoth: The Silver Dragon is the god of knowledge and wisdom. His presence is thin as he is a secretive dragon, nearly never seen by skizms.
(Note: I hear the dragon colours are changing, I'll change these guys as soon as I find out what they are)


Elf Druidism
“The elves of the frozen Reach revere animal spirits and the Aurora. Their traditional hunters worship a group of three of the most powerful spirits, while the lights of the Aurora are watched in the sky by shamans and elders.”

The elves of the Reach worship countless animal spirits on which they survive. As a separate entity from these beasts is the Aurora, a flowing, shining river in the sky. Many believe the Aurora to be a great god watching over them, but in reality it is simply a path leading spirits to the Astral Sea.

Aurora: Though not a god in the strictest sense, the Aurora Path is worshiped by the elves as a watchful and observing deity. Shamans and elders revere it as a ruler of the spirits.
Nanook: In elven legends the bear spirit Nanook decided if a hunter was great enough to earn success in a bear hunt. Barbaric warriors worship this bear totem for strength.
Sedna: Sedna is the chief water spirit. The amount of fishing done by the elves demands that she be bountiful with her gifts. Shamans and druids revere her as a provider.
Tekk: The caribou spirit Tekk is revered by hunters. It is said that only with his guidance can the elves survive in the waste. Hunters are careful to hunt only what they need so not to anger the caribous spirit.


Dwarven Ancestry
“The constant battles between the giants and dwarves have given rise to many heroes who have become much more than simple do-gooders.”

The dwarf warriors of many years ago still live on in the hearts of their dwarven descendants. Ancestry is common among the dwarves and many can draw their roots back to one or another great warrior during the dwarf-giant wars.

Balder: Beauty and music are Balder’s domain. Dwarf beards (or hair for women) are what defines a dwarf, not clothes or armor as one would think. This dwarf’s songs are still sung in pubs today.
Frigga: The once-queen of the dwarves has now ascended to queen of the gods. To most dwarves she is a symbol of hope and fertility.
Heimdall: The great scout and watchman has warned (and saved) the mountains of many giant attacks. His unswerving loyalty and vigilance has passed on to most dwarves creating a staple of their society.
Loki: The name of the trickster god is a disgrace among dwarven society. Loki lead giants against his dwarven families during the peak of the dwarf-giant wars.
Odin: The ruler of the dwarven pantheon single-handedly defeated large groups of giants during the peak of the dwarf-giant wars. During these times the dwarven king was disguised as a traveling mercenary.
Thor: The god of thunder is one of the greatest dwarven blacksmiths to date. His weapons brought down mountains and his armour repelled giants.
Thrym: Thrym, although not a dwarf, should be mentioned. The giant lord led plenty of assaults during the war and killed many dwarves in his wastes.
Tyr: The one-handed god of strategy is a symbol of courage among dwarves. His strategies and self-sacrifice were crucial during the dwarf-giant wars.


The Fey Courts
“I don’t know anything about this Pelor of yours but if you need healing that bad I can rush you to a priest of Sierra.”

The changelings, the gnomes, and other creatures related to the fey worship one of two powerful entities – the trio of powerful fey that together make up the Gamra or the High Fey Court. The tradition of the Gamra (a trio of fey rulers) faded out in the Feywild to be replaced by the High Fey Court. Every so often the Court will change. The current incarnation is a vile and dark thing. Rebel fey have gathered under the banner of the Gamra, a trio of rebel leaders.

The Gamra
Jaila: The darkfey known as Jaila the Deceptor is the newest member of the Gamra. Once a member of the High Court, he was killed and brought back to life by Sierra, joining the ranks.
Kein: Kein the Brave is a bloodfey with literal power over blood. He was a Gamran before it faded and gladly took his position back.
Sierra: Sierra the Just is the final member of the Gamra, a sunfey who was elected due to her noble blood.

Abaddon: The prince of the dead, Abaddon commands great swarms of twisted, dead fey. He has an innate power over locusts and can command swarms of bugs with a wave of his mighty staff.
Azaram: The god of honour and justice in the Feywild, Azaram is a greatly respected warrior among the fey.
Bestopher: The dark fey god of adamantine. Bestephor has a mystical connection with the powerful metal, and was chosen as a great protector of the Court.
The Boogieman: The mischievous fey god of haunting and scares. The shapeshifter managed to earn his way into the Court as a bodyguard of the Dark Queen.
Jay and Em: The copper twins are gifted by even higher powers. Together the high priests hold great mystical power that one would be foolish to oppose.
The Neo Deus: The Neo Deus is an incarnation of the Feywild itself. His dominion over it and the fey is undeniable, although he never misuses it. He is officially on the Court but even the Gamrans will go to him for advice.
Nox Noctis: The prince of the night, Nox Noctis, is a dark and mysterious character. He is clever and intelligent and is somewhat of a god of plans and strategy as well as the night and darkness.
Novashana: The Dark Queen of Chaos is the official ruler of the High Fey Court. Her dark powers are said to be a gift from the dark god Vecna. Her power over dreams and emotions has made her feared in more than just the Feywild.
Rubik: The fey god of puzzles and knowledge is withered and old. Powerful magics flow through him keeping him alive by strings. The centuries old archmage commands powerful beasts that go unseen in the night, a bane to many adventurers.


Goblinkin Pantheon
“Seven gods; the original leaders of each tribe. It is a sin they even exist.”

The goblinkin gods are said to be the first chieftain of each of the tribes. Their crude and sketchy records don’t reveal any of the first chieftains’ names so it cannot be verified or disproven easily. No matter if they were the first, each of these goblinkin are extremely powerful in their own right, yet each of them has fallen (to be reborn in their kingdom in the Astral Sea).

Krashk: The original chieftain of the gargoyle tribe, Krashk, is a powerful mineral warrior. It is the motivation that Krashk and his tribe lack. When war comes the gargoyles are the last to enter and the first to retreat.
Samael: The hobgoblin king, Samael, is arguably the worst goblinkin to have ever existed. His talent was undeniable as proven by his reign but his ultimate weakness was his pride and ego.
Smurg: The orc chief, Smurg, was the strongest goblinkin in recorded history. His strength matched the strongest of the giants and his axe killed many elves. When it was finally peacetime his anger and wrath got the best of him, leading to his downfall.
Stell: The queen of the stul, Stell, commanded the happiest of all the tribes. In their paradise-like forests she dominated with an iron fist. She was easily charmed by her enemy though, and fell dishonourably to elven trickery.
Tonka: The bugbears were collectively the strongest tribe of the goblinkin before their leader, Tonka, bit off more than he could chew. His greed led him to the hoard of the great dragon Bahumat and the rest is history.
Veny: The lord of the fennies was (and is) perhaps the weakest of the goblinkin leaders, if not for the sheer number of fennies. His need to prove himself better than the rest got him in a lot of trouble until his ultimate defeat at the hands of Samael.
Zeleeb: The gnoll queen, Zeleeb, is a savage and bloodthirsty beast. Her hunts never end until she and her pack are stuffed. As she ate, though, she got weaker until she was too obese to hunt.


Southern Elementalism
“The four core elements, as the drow choose to call them, are said to live within those islands. I don’t believe any of that garbage, but it makes for some beautiful stories to tell the kids.”

East Throne: East Throne is the unnamed king of the drow. Even in his bound stasis they seem to have a connection with him. His powers lay in the earth, which he can move and shape with his will.
Rinefurb: The great turtle, Rinefurb, is the lord of fire. In drow legend Rinefurb breathed sacred fire across his lands making them hallowed and indestructible (but making it a wasteland as well).
Wingstud: The spirit bird Wingstud is a spiritual leader in the drow religion. He has, however, since disappeared from the drow, but some of the oldest clerics recall when he spoke to them.
Floreta: The sunken queen, Floreta, is one of the greatest beings in drow legends. She controls the seas and waters around the islands but is bound in their depths.


Western Draconic Pantheon
“You says that there are more dragon gods. No, you’re most definitely wrong. Your simply mistaken, I’m sorry. No more gods are dragons in the entire world. How do I know? You’ll simply have to trust me.”

Dragons of the western Valona and kobolds both revere the same set of gods. Unlike in the east these draconic entities do not inhabit this world, instead living in their kingdoms in the Astral Sea. The kobolds believe that the eastern dragons simply don’t exist, or that they aren’t actually gods.

Aasterinian: The messenger of Io is the draconic god of learning, invention, and pleasure. She enjoys breaking the status quo and learning through play, invention, and pleasure.
Astilibor: The hoardmistress is the draconic god of status and wealth. She represents the draconic need to acquire wealth and treasures.
Bahumat: The platinum dragon is the draconic god of good dragons. He rules the good dragons freely and is a symbol of championship and honour.
Chronepsis: The silent watcher is the draconic god of fate, death, and judgement. He is uncaring in the metallic/chromatic wars and his scales are colourless. He just waits and watches.
Falazure: The night dragon is the draconic god of decay, undeath, and exhaustion. His teachings say that the long life of the dragon need not be the limit and there is an extension in unlife.
Garyx: The all-destroyer is the draconic god of fire, destruction, and renewal. He symbolises the destructive forces and powers of the dragon.
Hlal: The keeper of tales is the draconic god of humour, storytelling, and inspiration. Of all the draconic gods her followers are the most friendly to non-dragons.
Io: The ninefold dragon is the draconic lord of all dragons. Io cares only for his ‘children’, other dragons. He is uncaring towards priests of other races.
Lendys: The weigher of lives is the draconic goddess of balance and justice. Unlike Chronepsis, Lendys only judges a dragon after it dies.
Tamara: Her mercy is the draconic goddess of life, light, and mercy. She is the kindest and most benevolent of the draconic deities, which most mistake as a weakness.
Tiamat: The chromatic dragon is the draconic goddess of evil dragons. The five headed queen is ruthless and evil, earning a healthy respect because of her undeniable power.
#10

mistress_of_mockery

May 19, 2008 17:31:34
Paraisal
The Waywood
“The moving trees of the Waywood are seeking something. What it is I cannot be sure. If you hurry you can meet them crossing the Trollhaunt Warrens. Be careful though, and take this.”

The Waywood is a literal forest of moving trees. What pushes it, drives it to move, is unknown. Some suspect the work of dark druids hunting some sort of relic. Some think the trees are nomadic treants. Others think its some sort of fey invasion. Whatever it is there is no doubt the Waywood moves from forest to forest. No one ever sees it move, but it does.


Scythia
“He's a Scythian; kill him.”

The Scythian centaurs are warriors of the High Fey Court that migrate between Valona and the Feywild every year. They capture humanoid races and force them through grueling tests with others. Many die but the small few that come out are said to be heroes by the Scythians. No one knows why these dark warriors do this year after year but the fact is they do.


The Bloodpines
“Fancy clothes there, lad. Cost me a good fortune. Why? Can't ya see? The dye's Heartsblood.”

The great trees in the center of the Bloodpines have magical properties. When the trees are 'fed' they will 'bleed' a rich red dye. This Heartsblood, as it is called by the villagers of Thistlevale, seems to never wear out, as if magic. Merchants and tailors come from all around just to get their hands on a bit of Heartsblood.


Scarside
“I think it's a myth. What? Longears? Only the elves would be stupid enough to trade with the southerners. Brave? Ya, that wouldn't hurt.”

The capitol of Paraisal, Scarside remains one of the largest (and strangest) cities around. Where one might see a dragonman and his wyrm in the Algus they would see a drow and a large elemental. This port city serves as a trading station for the longears and drow (although human presence is still strong).


Blackshard Tower
“Heartless demons that never die? We both know yer overreacting.”

The great, black tower is said to predate the dwarf-giant wars. The obsidian stone hints at an age perhaps even darker than the times of Gosseiron and Valum. The destruction of this empire (due to an unknown cause) seemed to have wiped out any trace other than this. The denizens of the Blackshard Tower are bound to the swampy lands around them. They are cursed to live forever in its madness; never allowed to leave.


Sunsorrow
“That's definitely a building. Nope, there's definitely no way to get at it. Perhaps the ground's just invisible there, why don't you try walking to it?”

The grueling Sunsorrow monastary is home to the monks that practice the tradition of the Four Winds. The heat of the high mountain is said to keep them tough and strong, training for the worst of conditions. The monastary is surrounded by chasm on all sides, there is no way to it or out of it. The monks must find their own way across, as a part of the nigh-impossible training.


Trollhaunt Warrens



Algus
The Algus


Glitterwyll


Shadowfell Keep


Shadowsong Forest


Coppermount Mines


Dunlop



Heltarg
The Bloodpines


Dust Falls


Daaken Falls


Tonten


Steelvein


Iceforge


The Reach
#11

mistress_of_mockery

May 19, 2008 17:31:56
King Valum, Conqueror


The Lady in the Lake


Lord Gosseiron


Palai Nept, Emperor of the East


Tilala, the Goblin Queen


Dwarf Lord Yebrik Thundershield the Last


Nephis the Hungry


The Witch King
#12

mistress_of_mockery

May 19, 2008 17:32:16
And reserved just in case.
#13

ariasilverhands

May 19, 2008 17:41:52
Reserved for future opinions, just in case. ^_~
#14

mistress_of_mockery

May 19, 2008 18:00:29
Reserved for future opinions, just in case. ^_~

Cool :P


Keep in mind at the moment this is all just rough ideas splatted down on a microsoft word document and copied and pasted here. I haven't done any editing or super refining yet. So if something doesn't make sense... Try and make sense of it :P

Also, if you see something that looks familiar (or even eerily so, it could be yours!) it probably is. I took a lot of stuff from the New Points of Light! (And Dark!) thread and rehashed and mashed it all into one. Although most of that will probably appear in the Places of Interest post.
#15

mistress_of_mockery

May 20, 2008 16:31:47
Whew.

Okay, I know I'm not done (far from it, actually). I'll probably finish up most blank spots this week(end?).

What I have now is really short, so I'll probably post expanded information on something (something pretty specific. Say, for example, the half-elf or a god or somesuch) which will be superly-much longer. This probably won't happen until I get the 4e books and'll probably include changes (however minor) and homebrew stuff.


And finally, instead of open a new thread for a campaign log, I'm going to post that here as well. Don't worry, I'll provide links to all these posts.



If you have any requests (for those expanded posts) please don't feel shy. I'll probably start with half-elves, eladrin, and the fey (including the Feywild and whatnot) because I have a good idea of what I want them to be like and such.

Don't be shy with comments either (I know, right now it's crap).
#16

dimitrix

May 20, 2008 16:59:32
For glory... For treasure... Four adventure...
(Yes, the 'u' is there on purpose. Call me a 'tard :P)

'Tard!
#17

mistress_of_mockery

May 20, 2008 19:26:29
Thank you! (If nothing else, at least I don't feel as alone).

So, the game hasn't even started yet (most likely starting this weekend) and I already have a sort of maybe problem. So I asked my players what pregens they wanted (I have two; don't worry, I'm pretty good at toning down adventures). A half-elf cleric is one of them (the other undecided). No problems there. I tell them to check out this thread and flesh out their characters (because the pregens are rather bland).

Obviously Bahumat doesn't fit very well as a diety for a half-elf cleric (in fact I never even pictured half-elf clerics in this setting). So, instead of adapting the half-elf to the cleric (didn't like the workshops, preferred religion, yadda yadda) he adapted to the cleric to the half-elf.

I never saw this player as much of a fan of 'magitech' or 'steampunk' or whatever but when I talked to him about it his character was pretty much... Well, magitech. Instead of being powered by holy magics and godly power the player opted to have his character powered by technology. At first I was like 'you know this is D&D, right?' but when I looked at it it didn't look too bad. He wanted some kind of device that could harness electrical energy and use it to 'cast spells' or whatnot (various discharges of this energy).

Obviously (well, initially) we had very different takes on the half-elves and how far there advanced technology went, but I'm actually starting to like his view. I don't want the longears' technology to change the world too much, so I may have to fiddle around with them a bit to make this fit (if I will).

Then, of course, the issue of equipment arises. If the character's spells are going to be 'cast' from th(is/ese) machines, then the whole character relies on them. What if they get caught by the badguy? They'd most definitely jack his stuff. An easy alternative would be to attach it to his body in some way (a la Iron Man?). Thoughts?

I think the whole 'steampunk' vibe may feel a bit awkward with the whole 'Points of Light' thing, but I think if I try hard enough I can make it work.

I'll probably give the half-elves in my setting a major makeover and post it the weekend 4e comes out (or earlier, if I can't wait).
#18

mistress_of_mockery

May 23, 2008 6:55:58
Just ran KotS (for a short time, albeit) with two players. It was sweet. From what I see now, I love 4e.

KotS Spoilers
A dark knight walked the streets of Winterhaven. The town had erupted in a large festival. Lights and merchants and performers were everywhere. Dark energies visibly swirled around the tiefling as he stepped slowly toward a stand with refreshments. His armor tapped against the stone road for all to hear (in case they didn’t see him).

Everyone looked at him. A tiefling? Brave enough to come into Winterhaven? Children cowered while the guards tightened their grips on their spears. Somewhere in the distance an old elf woman was telling a story to some kids who hadn’t noticed. He looked awkwardly at the various onlookers. He thought about walking away, but he was to meet someone here.

His armor broke the silence as he took another step, walking towards the lady. For some reason, she didn’t look up, only continued with her story. A holy symbol that he recognised as a symbol of Pelor rest above her head on a wooden frame that told her name: Marla.

The elf’s voice indicated many years of age but her face suggested she was much younger. Her son was behind her doing some chores or something. As the tiefling got closer he decided to stop and listen for a bit.

“The way I remember it,” she began...



The dwarf fighter nodded. His first real important job. The young elf priestess had told him and another elf about a cult in the Keep. This was his time to shine; his time to prove himself.

The priestess’ house wasn’t far from the small village of Winterhaven. The dwarf nodded and left the priestess’ house with a ‘Thank ye.” The longear followed him silently, with an odd device in one hand and a huge shield in the other. The awkward pair began to make their way towards the city (everyone knows longears and mountainfolk don’t get along).

Cobblestone peaks on the dirt road indicates years of neglect. The bright eye of the longear catches some footprints. He taps the dwarf with his shield arm and raises his gloved arm. The dwarf was mistaken, it rested on his glove; an infernal contraption of tubing and container.

The dwarf nodded and tightened the grip on his maul. He stepped toward the tracks and whispered “Lizards.”

The longear pointed to one of the small, clawed tracks. They walked more like humans than dogs or lizards. “Lizardmen, I reckon.”

Before the dwarf has a chance to reply a crudely crafted spear comes flying his way, whizzing past his head. A handful of small creatures spring into view from behind the bigger rocks in the road, waving spears wildly. Reptilian heads and clothes poke out of tattered and raggedy clothes. Their rust coloured scales look tough and they don’t wait for long as another spear comes whizzing by the longear.

The dwarf looses himself in a battle frenzy as the elf tries to discuss tactics. His huge maul smacks one of the small lizard things square in the face, bringing it to the ground. He takes the quickest of peaks at it before the rest come rushing towards him. Spears jab the dwarf’s side violently as he tries to wipe the two small kobolds away.

The longear moved for cover and pointed his infernal contraption at what looked like the kobold’s leader. Electricity soared towards his unexpecting self. The kobold turns, shocked and buzzed at the sudden jolt. A dragonshield rests heavily in one arm while a short blade his held threateningly in the other.

In one powerful swing the dwarf took the other two lizardmen out, but not without some serious wounds. A gash across the face, some torn armor, and a wound to his bad arm. Nothing horrible but some rest wouldn’t hurt.

The dragonshield rushed the longear, waving his sword wildly. A surprisingly strong slash to the stomach was deflected by the longear’s shield. The two, at this point, seemed to mirror each other. Each held a shield depicting a great dragon.

But the longear didn’t take the time to compare shields. His mace caught the kobold square in the side. The small lizardman squealed, it was hard to tell if it was pain or glee that caused it, and slashed at the longear’s knees. Pain rushed to his legs as the longear grabbed them.

By now, thank Bahumat, the dwarf had arrived, bashing the lizard from his flank. A wildly powerful hit to the head caused a severe wound. Blood rushed out of the small lizard thing as it collapsed to the ground, nearly dead.
The raised his hammer to deliver one last powerful blow as the longear turned away. As he opened his eyes there was a shattered draconic skull and blood covered the dwarf’s maul.

The pair wasted no time dawdling and set to work searching the bodies of their attackers. A bag of coin rest with the dragonshield with little more than a handful of silver. The longear looked up from the bag, “Nothing special.”

“Kobold tail?”

“What?”

“Kobold tail?” the dwarf echoes, “It’s a delicacy where I come from.”

The longear’s face scrunched up in disgust as he muttered a single word, “No.”

The trail led the two to the walled village of Winterhaven, as Marla had promised. The stone is weathered with time but definitely not war. Who would attack a place like this? Yet stone palisades still defended the small city. Dotting the area around the city were patched homes like Marla’s, each surrounded by a bit of farmland or pasture.

Two guards on either side of the great doors nodded at the travellers. The gates opened to reveal what really was a small city. The first thing in the walls, thank Bahumat, was an inn. Neither of the pair had noticed how dark it had been and so went off to buy rooms in the inn (a nice little place called Wrafton’s).

As the morning came the pair decided to stay the day and check the village out. The inn had a delicious menu (and comfy beds) that the dwarf and the elf thanked whatever gods they normally thanked for.

There were only two other people at the inn today, a small halfling trader and the owner of the inn, Salvana Wrafton. The pair imagined there was probably a cook in the back making their delicious meals.

They left for the market square right away (followed closely by the halfling to set up his goods). Only one cart was out this early, belonging to the longear Delphina Moongem. They look at her wares, interesting more in weapons and armor than anything else (which she lacks). With a sigh they nod and strike up conversation with her.

“Ever heard of a place called Shadowfell Keep?” the half-elf asked while turning over a vial of some kind of sticky substance. He weighed it in his hands before setting it back down.

“The old keep? I collect flowers by there. You need to be careful though, goblins and the like travel around the ruins,” her voice was hushed as if she didn’t want people to hear, but it was probably just a morning thing.

“How long have they been there?” the longear grabs a small clocklike device and turns it around in his hand.

“Come and go. Looks like they’re gathering to stay now.”

“Hmm,” he sets down the clock like any disinterested customer might and nods with a smile to the shopkeeper, “Nice stuff you got there.”

The day passes with little excitement. The pair poke their heads into various places before night falls and they return to the inn. Groups of villagers gather around tables and raise glasses and play games of chance. A finely dressed man sips beer quietly by himself.

Salvana, the owner, brings the pair some drinks. Before she goes the dwarf asks her about the kobolds that attacked them earlier that day.

“Kobolds? Damned things! They’ve been attacking the countryside recklessly for a while now. Travellers don’t trade here much anymore because of them. I’d venture to guess Padraig would be interested in hiring you to clear out those vermin.”

“Padraig?” the longear asks. She said it as if it were common knowledge.

“Oh right. I always forget when I’m talking to strangers. Padraig’s just over there,” she nods to the man sipping his beer alone, “Lord Padraig. But I best be off, lots of work tonight.”

“Thank you,” the pair buy Padraig a drink and discuss the kobolds with him.

“You’ve encountered the kobolds?” he asks, “Nasty little vermin. Those beasts irritate me horribly yet the villagers don’t seem to grasp the seriousness of the problem. Attacks over King’s Road have grown frequent over the months to the point where traders are rare. Something’s stirring the kobolds up; I’d be willing to bet. I don’t suppose you’d want to go check it out?”

The longear turns to the dwarf who nods, “We’ve don’t got much better things to do.”

“I’ll pay you 100 gold pieces,” the dwarf tries to cut in but the lord continues, “And you can keep whatever treasures the kobolds have.”

“Deal,” the longear states before the dwarf could say anything.
#19

fodigg

May 23, 2008 12:52:29
I'm gonna be honest, I've only been reading the story segments. I don't know about the setting, but I'd love to have you as a DM.
#20

mistress_of_mockery

May 23, 2008 14:32:22
I'm gonna be honest, I've only been reading the story segments. I don't know about the setting, but I'd love to have you as a DM.

*shrugs* The rest is pretty boring anyway.

Thanks though. Expect an update sometime this weekend (hopefully). My dad's coming home so he'll probably pick up the halfling rogue for a coupla fights before he leaves again. Thank the gods for the easiness of scaling now.