Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Blackspear

Pages: 1 [2]
Out of Character Discussions / thoughts on defending Threshold
« on: December 12, 2005, 02:31:20 PM »
It seems to me that Himo has an excellent point.   Gathering arms and equipment in preperation for an attack seems like it might be a good idea.
Maybe we can train a few locals to help out.  Although they would need to stay in the back.  Maybe extra archers?

Furthermore, looking at the layout of Threshold, we should start patrolling the high ground above the town.  Hopefully we won't give away the tactical advantage to the dark cloaks like we did last time. (i.e no arrows raining down from above.)  

It may not be possible, but maybe we could build some small outposts on the hill to ward off attacks.

We definitely need to keep pushing the council to let the keep be reopened.

Just some thoughts.  Let me know what you think.

General Info / Revised Maces of N'arth
« on: September 26, 2005, 10:56:21 PM »
The Maces of N'arth are the elite guards of the King of N'arth. They are his personal standing army. Maces  are trained to defend the king from all forms of attack. Particularly magical attack. They relentlessly study the arts of war, magic, and espionage.
All Maces are sworn to defend their king and country. In these endeavors, they are ruthlessly loyal. They are not only the king's protectors, they are the men who do his dirty work. However, they occasionally face conflicts of interest when they have to choose between king and country.
The Maces of N'arth are the toughest fighting force in the realm of N'arth. They tend to be viewed as fanatical magic wielding, axe chopping, sword slashing, well armored myrmidons, with a flare for the daring. On top of all that, they are famed for their skill in espionage. One never knows when they are being eavesdropped upon by a Mace of N'arth. An ally of the Maces can trust that his back is well protected, while an enemy must continually look over his shoulder lest his back be pierced.

Adventures: Maces typically find themselves in tights spots.    Whether they are battling an enraged band of ogres, posing as a Pirate of Blackport on a corsair and living among the crew, or simply protecting the King from a Deltharite Assassin, the Maces are always near the heart of the storm.   Serving the King of N?arth is a highly rewarding and truly dangerous undertaking.

Characteristics: Maces excel in hand to hand combat.   They tend to get the job done without worrying about the consequences.   Maces also excel at espionage. They have been known to spend years developing alternate personas to hide their true identities.   Maces can be quite charming when need arises.   Of course if traditional methods of diplomacy fail, they are usually very willing to break a skull or two to enforce their will.   Maces revere their horses, pride themselves on their battle skills, and enjoy showing off their polished armor and honed physiques for the fairer sex.   They are nothing if they are not vain.

Alignment:  Maces can be of any good alignment, but most are chaotic or neutral good.    Those who are lawful often struggle with the fact that the Maces are essentially a law unto themselves.   They are given broad freedoms and power and they are not afraid to work outside of the law so long as their acts are performed for the greater good.   In rare instances Maces will feel compelled to choose between serving a despicable king or doing what they perceive to be right.

Religion:   Shada is the god of the Maces.  His ideals of justice and morality are revered by the clerical leadership of the Maces.   However, many of the Maces are not as idealistic and faithful as their more spiritual clerical brethren.   While they generally follow the tenants of being kind and just to their fellow man, they are fond of skipping their religious devotions and more than a few have been caught giving less than their full tithing to the church.

Background:  Most Maces join the ranks as teenagers hoping to make a career for themselves.   They receive all of their training and education from the Order of Maces.   A few joined as older adults who often had a change of heart from their former ways and found the Maces as a perfect place to serve King and country while continuing their adventurous lifestyle.    Many Maces are orphans gathered off the streets to serve as pages and serving boys.  In exchange for their services, these orphans are given food, shelter, clothing, and an education.   Most of these orphans eventually join the ranks of the Maces.

Although the Maces are all male, there are no rules or codes preventing a woman from joining.   However, no woman has ever attempted to become a Mace.   This has much to do with the Maces ?good old boy? mentality.   Any woman daring to join the ranks had better be prepared.

Races:  Maces are typically human.   Half Elves are common, because the Maces accept them as brethren and provide a sense of belonging that they can?t find anywhere else.   Elves are less common, but young elven males will often join the brotherhood in search of adventure, much to their parents chagrin.

Classes:   Maces typically keep counsel only with other Maces.   They generally view all other fighters with disdain.   They will occasionally consort with rogues to help them gather info.    They respect clerics of Shada and Azyrith as well as Druids of Flaern.   They despise wizards and sorcerers unless they are members of the Order of Maces.   They revere bards, treating them like royalty, with the hopes that their next act of heroism will be sung throughout all the land.

Role:  Maces are extremely versatile and can serve many functions within an adventuring party.   While they are skilled in magic, both clerical and wizardly, and they have some skill in tracking and spying, their strength is their battle prowess.   They make excellent primary fighters and good assistants to rogues, clerics and wizards.   They do not however have enough skill in any of those areas to sufficiently replace a cleric, rogue, or wizard.  Although they will never admit to that.

Abilities:  Strength is the primary requisite for a Mace.   Intelligence and Wisdom are also important abilities, because they effect the Maces ability to cast spells at higher levels.   Intelligence and Wisdom scores of 15 or higher is required to be able to cast spells.

Alignment: Any good alignment.

Hit Dice:  d10

Class Skills:  The Maces class skills are Concentration, Diplomacy, Disguise, Forgery, Gather Information, Handle Animal (Horse), Heal, Hide, Intimidate, Knowledge Arcana, Knowledge Local, Knowledge Nobility and Royalty, Knowledge Religion (Shada), Listen, Move Silently, Search, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Rope

Skill Points: At 1st level (6 + Intelligence modifier) x 4.
At each additional level: 6 + Intelligence modifier

Class Features:

Weapon and Armor Proficiency: A Mace is proficient with all simple and martial weapons except for bows, crossbows, and slings.    A Mace is proficient with all types of armor and shields, except for tower shields.

Maces of N'arth have the same base attack bonus and saving throws as a ranger.

Bonus Skill: At 1st level a Mace is trained in the following skills.   Ride, Handle Animal, and Alertness.   These skills are in addition to the skill points normally allowed.

1st Level: Initiates are +1 to hit and damage with their chosen weapon.   At 1st level, a Mace initiate must choose his chosen weapon.   This will be his weapon of choice throughout his career as a Mace.   Any simple or martial weapon (except for bows, crossbows and slings, can be a Mace?s chosen weapon

2nd Level: Endurance

3rd Level: Can choose to gain Survival and Track or gain Move Silent and Hide; +1 to hit and damage with chosen weapon this bonus stacks with the bonus from 1st level.
4th Level: An initiate becomes a Man at Arms. He is no longer required to apprentice with a Mace. He will receive a 10 gold crown stipend per month. This stipend is considered a living/travel expense and is not subject to tithing.

5th Level: A Man at Arms can choose to gain a +1 on  Survival/Track or Move Silent/Hide; +1 to hit and damage with chosen weapon.   These bonuses stack.

6th Level: Mounted Combat, Diehard.   If the character takes Mounted Combat on their own at a lower level, this can be substituted with ride by attack or trample.

7th Level: A Man at Arms becomes a full fledged Mace of N'arth. He will receive a 25 gold crown stipend per month (this stipend is not subject to tithing). He will be required to train an initiate. He can choose to cast either as 1st level cleric or 1st level wizard*. He attracts a bonded mount.   Usually a warhorse.    This mount functions in the same manner as a Paladin?s bonded mount PHB page 45.

8th Level: Spellcraft, +2 to Move Silent/Hide or Survival/Track

10th Level Iron Will, +1 to hit and damage with chosen weapon.  These bonuses stack.

12th Level +2 to Move Silent/Hide or Survival/Track.  This bonus stacks.

*For every two levels after 7th, a Mace can add another level of spellcasting to his repertoire. He may mix and match between clerical and wizard spell levels. For example, he may choose 1st level cleric spells at 7th level, 1st level wizard spells at 9th level, 2nd level cleric spells at 11th level, or he can devote each level to either clerical or wizardly magic, thereby being able to cast 3rd level spells at 11th level.
 A Mace must have at least a 15 Intelligence to cast 1st level wizard spells, a 15 Wisdom to cast 1st level clerical spells. A 16 in the requisite score for 2nd level spells, a 17 for 3rd level spells, 18 for fourth level spells and so on.    Maces cast both clerical and wizardly spells spontaneously.   They do not have to prepare them ahead of time.   They are not allowed to gain the create magic items or metamagic feats.   Arcane spell failure is reduced by 50%.   For example, if a person normally suffered a 40% spell failure chance, he now only suffers a 20% chance.

1st Level: Entitled to royal chain and heavy shield.  
4th Level: Entitled to royal half plate and heavy shield.
7th Level: Entitled to royal full plate and a Mace's Shield.
All royal armor is owned by the king and must be treated appropriately.

Detriments: All Maces are subject to the will of the King. They are required to tithe 25% of their earnings to the Royal Treasury, and 10% to the Church of Shada. Maces must defend King and country with their lives if needed. Maces are despised by all evil beings, particularly the minions of Delthara. They tend to attract many assassins. Furthermore, if the Mace is in battle against an evil priest or shaman, he must fight the priest(s) until all are vanquished. If an evil priest or shaman of 3rd level or higher is present, he can incite 1d10 followers into a fanatical rage against the Mace.   The evil priest must chant uninterrupted for 2 rounds to incite the followers.   Once the followers are incited, the priest or shaman may then participate in the battle normally.   No concentration checks are required to maintain the rage.   The presence of the priest is enough to maintain the rage.    The rage functions as a barbarian rage, except that it lasts as long as the priest or shaman continues to live or until the Mace is killed.   Maces can only multiclass after 7th level.   If a character changes class before 7th level, they lose the abilities and skills they had gained as a Mace. Finally, Maces disdain the use of bows, crossbows, and slings, except to hunt. They will not ever use these weapons in battle. This does not preclude them from using other ranged weapons. (More than one Mace has been known to throw his sword at a fleeing enemy.)

General Info / Vernmen/Welverns
« on: September 15, 2005, 11:52:13 PM »
Vernman and Welverns are cross breeds between either humans or elves, and wyverns.   This happens when wyverns, who are highly intelligent and magical creatures change their shape and assume the foem of either a human or an elf.   The children of this pairng tend to be slightly larger and stronger than their elven or human parents.   Their features take on an angular look and many of them develop scaly skin as they get older.   There is one way to be certain that someone has wyvern blood.   That is their eyes.  Upon reaching maturity, around the age of 25, females develop purple colored eyes.   Males develop red colored eyes.  
Due to the fact that the Druids of Flaern actively hunt wyverns and their offspring, most welverns and vernmen don't survive very long after maturity.

Vernman: +2 Strength, +1 Constitution, -3 Charisma, 60' Darkvision

Welverns: +1 Strength, +1 Dexterity, -1 Con, -3 Charisma 90' Darkvision

Bonus Feats: Alertness, Stealthy, Run, Self Sufficient

1st level: Can cast Pass w/out trace as 1st level druid once per day.

3rd level: Develops natural retractable claws that cause 1-4/1-6 points of damage.

5th level: Can cast Obscuring Mist as 1st level druid once per day.

7th level: Can sprout wings and fly for short durations.   Can fly up to one round per level, but must rest for 2 rounds per round of flight, or suffer under forced march rules.

9th level: Can cast Wood Shape as 3rd level druid, once per day.

11th Level: Gains Natural Armor Class Bonus of +2.

13th level: Can cast Meld into Stone as 7th level druid once per day.

In Character Discussions / Merriment at the Thornhedge
« on: September 01, 2005, 04:56:17 PM »
Dale made his way back to the Thornhedge, passing many people along the way.   Most of them giving Dale a sidelong glance at his sooty appearance.   Dale meanwhile politely nods to the passersby.   As he gets closer to the inn, he notices the crowd starting to thicken and he can smell the aromas of fresh boar being roasted.   His stomach starts to growl.   Soon his nose is picking up the comforting scent of roasted potatoes.  As if driven by his stomach, Dale begins to pick up his pace.   He quickly passes by a small crowd gathering around a street performer, doing his best to juggle three balls while balancing a mug of stout on his forehead and twirling a colorful ribboned ring around on his foot.   The crowd gently chides him as he adds a fourth ball to the mix, but loses control of them.    Undaunted, he takes a long swill from the mug, places it back on his forehead and begins anew....

Dale sees Ragnar as he enters the inn and he waves hello as he passes him by, "Can't wait to soak in that tub.  I feel like this grime is oozing off of me."    Dale quickly heads upstairs and strips as quickly as he can, leaving his soot covered clothes in a pile on the floor.  

After soaking in the hot bath and scrubbing the grime from his weary body, Dale dresses himself in his old set of travelers clothes.  His brand new shirt and pantaloons were horrifically soiled.   Regretting the costly error, (His mother always told him to change out of his best clothes when he was goin outside.) he appreciates the comfort of the worn pants.   Despite the patches and frayed cuffs, these garments helped him to relax and begin to appreciate the simple pleasure of a job well done.

Descending the stairs into the common room Dale looks for the familiar faces of Thurgin and his farming companions and notices them sitting quietly in a corner.   Dale smiles to himself and strides to the bar.   "What can I do fer ya" asks the barkeep?  
"I'd like six of your finest ales, a mug of cider, a plate of that pork with some of those potatoes and that pie over there."
"Hungry, huh?"
"Well I intend to share the drinks and pie with my friends over there in the corner."
"Oh, very good.  Well, since you're a new member of the protectorate, the meal is already taken care of, but the pie and the drinks will cost you 12 silvers."
Dale smiles and hands the appropriate coins to the keep and says "I'll be over at that table when the dinner is ready.   Thanks for your help!"
Dale takes the drinks and carries them to Thurgin's table and heartily greets them.   "Its good to see you folks could all make it!  I have a Kazbourne Stout here for each of you and a cider for Daniel as promised.  I also took the liberty of securing a pie for all of us to share."
Dale sits down and as the farmers give him a hearty "Huzzah".   Dale raises his mug and states, "A toast...  To a good meal, a bountiful growing season, and great friends."
Dale revels in the moment.  I has been a very long time since he has been able to share a meal without the fear of looking over his shoulder.
"So Thurgin, tell me about the valley and the four artifacts you mentioned earlier today.  That sounds like a great legend."

General Info / Rules for rolling new characters for N'arth
« on: August 30, 2005, 12:42:59 AM »
Four 6 sided
Take highest 3.
Reroll lowest of the top 3 at your peril.

Out of Character Discussions / Istisha's mysterious cycle
« on: August 01, 2005, 11:56:03 PM »
In Wildfire's post on Kulgar about his calendar and lunar phases, he writes "This lunar machine is nearly unwavering in it's movements. On very rare occasions the deity will adjust its' path briefly and return to it's regular cycle. It is unknown as to why this divergence will happen. There is speculation that the deity is in some way exercising its' influence on the land. It is also widely accepted by most that the deities/moons move in these cycles so as to reflect how there influence is felt on the land."
It is my belief, in part confirmed by Wildfire, that Istisha or Mahiya was exerting its influence during the "By the Light of the Emerald Moon" Episode that Wildfire and Johan are playing out.   Both of them are writing an extraordinary story and everyone should take time to read it.  I posted this to make sure that everyone understood the reference that Wildfire made(forgive me if I'm pointing out the obvious). "The moons are rising to shine and are located at different points in the sky. Grumbar is in it's waning gibbous phase, Akadi is nearly at half and is also waning, and Istisha the emerald moon of water is mysteriously full when it should be near new."
  Pretty cool stuff.

General Info / The Druids of N'arth
« on: July 27, 2005, 11:20:55 PM »
The Druids of N?arth

The druids of N?arth are the agents of Flaern, goddess of nature.   They tend to all the regions of N?arth except for Ogre?s Hold, the Withered Wood and the Black Wood.   The druids? stronghold is located at Elliira?s Glen in northern N?arth, where they maintain an academy on their sacred grounds.
Since the time of Elliira Arkhen, the first priest of Flaern, the druids have had a tumultuous relationship with the Wyvernstar family.    Alec Wyvernstar?s betrayal of Flaern was the beginning of a long and bloody feud between the druids (led by the Arkhen family) and the Wyvernstars.   Their battles over nearly everything have become legendary.   This has led to the druids becoming the most militaristic of all priesthoods.   To protect themselves, the druids train their acolytes to bladesing and they pursue their martial training with rangers who are also devoted to Flaern.   The falchion is the favored weapon of the druids.  
   The druids devote themselves to weapons practice early in their careers, thereby deferring their study of shape changing until they have become powerful protectors of their faith.   Even the toughest swordsman has a healthy respect for a druid?s battle prowess.
   Most Druids tend to be chaotic, reflecting their goddess? attitude.   They enjoy the freedom of living in the wild and they relish the opportunity to hunt the enemies of Flaern.   Some druids however, value the order of law, particularly the Arkhens.
   The Arkhens have been and always will be the guiding hand of the priests of Flaern.   For thousands of years, the Arkhen family has sent their third and fourth sons and daughters as well as their cousins to become druids.   Over 50% of the druids have Arkhen blood.    This does not mean however, that the druids are at the beck and call of the Arkhen family.   Although a very strong alliance does exist, there have been many instances of feuds between the two factions.   Their have also been many more instances of the druids allying with the Arkhen family in politics and in warfare.   The druids have also come to rely on the aid of the Arkhen family in their quest to vanquish the foes of Flaern, particularly the Wyvernstar family.
   The druids primary goals are to eradicate the enemies of Flaern (including the Wyvernstars, wyverns, and all minions of Delthara), to protect the land of Flaern, and to return the balance to the land that was lost during the Sundering.  

Game Notes
Druids function as the description in the 3.5 players handbook with the following exceptions:
1.   All druids use the ranger base attack bonus.   However they can not wild shape until 8th level.
2.   All druids gain the bonus feat of bladesinging at 1st level.   This feat allows the druid to defend himself with his chosen weapon.   This defense is equal to the druid?s level divided by 2 (rounded down).  Thus a 5th level druid gains a +2 to his A.C.   A first level druid gains a +1 to his A.C.   Druids must designate their chosen weapon for bladesinging from the following list: quarterstaff, scimitar, falchion, or sickle.   Because of their bladesinging ability druids are not proficient with shields.
3.   At 4th level, druids must choose to have the ability to select an alternative animal companion (PHB pg.36) or gain the feat of Bladecasting.    Bladecasting allows the druid to cast spells while wielding a weapon.   In other words it allows the druid to disregard somatic components while casting a spell when bladesinging.  The druid can not attack with his weapon and cast a spell in the same round.   However he does not lose the A.C. bonus that he gains from the bladesinging feat.
4.   At 7th level the druid will gain either a more powerful animal companion or Improved Bladesinging.   Improved Bladesinging grants +2 to hit and damage when attacking with his chosen weapon.
5.   Druids are expected to tithe 33% of their earnings to Flaern.  This can be done in a variety of ways including donating directly to the druidic hierarchy, paying for projects designed to protect the natural environment of N?arth, or simply returning the metals or gems to the earth in a very solemn ceremony of thanks on the Fall Equinox.   There are small caches of gems, gold and silver buried all over N?arth.   It is considered ominous bad luck to raid a druid?s cache.

General Info / Deities of N'arth
« on: March 26, 2005, 02:23:55 AM »
This is my pantheon in present day N'arth.   There are some holes in it if you look carefully.   This is intentional.   Power struggles over the years have caused various deities to die or disappear.   Sometimes their portfolios were picked up by other gods.   Sometimes not.   Example: Azyrith is the god of War and Fire.   He killed Karthos (Karos' twin), god of fire and took his portfolio and domain.
Other gods have lost followers over the years and have gone into hiding to protect themselves from their adversarial brethren.

Their alignment shows their primary disposition and their tendency in parenthisis.   Characters need not have exactly the same alignment, but they should not be diametrically opposed to their deities' primary disposition.

Sorry for how messy the chart came out.   I had some difficulties posting it. :oops:


Deities of N'arth

Deity:      Shada                     
Alignment:   Good (Lawful)         
Portfolio:   Peace & Prosperity         
Domains:   Good, Law, Strength, Protection, Heal         
Weapon:   Heavy Shield or Long Sword               

Deity:      Flaern         
Alignment:   Neutral (Chaotic)   
Portfolio:   Nature & Life                     
Domains:   Air, Animal, Earth, Fire, Healing, Plant, Sun, Water
Weapon:   Quarterstaff or    Falchion      

Deity:       Delthara
Alignment:   Evil (Neutral)
Portfolio:   Death & Destruction
Domains:   Evil, Destruction, Death, War, Trickery
Weapon:   Battle Axe or Long Dagger (short sword)

Deity:       Azyrith
Alignment:   Neutral (chaotic)
Portfolio:    War & Fire
Domains:    War, Fire, Strength, Destruction, Chaos
Weapon:    Great Sword or Long Spear

Deity:       Karos
Alignment:    Neutral
Portfolio:    Sea
Domains:    Water, Healing, Destruction, Luck
Weapon:    Trident or Net

General Info / N'arth World history
« on: March 23, 2005, 12:59:24 AM »
The following is a bulletin point history of all the major events since the creation of N'arth.   It is not comprehensive, but would be akin to what a young Shadan scholar or Zyrithian acolyte would know after studying the history of N'arth.
Players are not expected to know all of this stuff and most characters would only know bits and pieces of this history.   This is what I use to keep my mind screwed on straight when dealing with historical questions and timelines in my world.  :lol:

Welcome to N'arth!  


History of N'arth
I. The Creation:
* Delthara created the world as her play toy.
* Delthara quickly got bored with the chores of maintaining her world, so she created underlings to care for it in her stead.
* Her underlings peacefully performed their duties for many eons, while Delthara kept her attentions fixed on other heavenly activities.
* Many of the underlings grew in power and schemed to rule the world for themselves.
* Eventually Delthara returned her attention to her first creation.    She was appalled at the lust for power displayed by her servants.   Seeking to teach them all a lesson, she punished her underlings and killed her most powerful servant.   She continued to torture the remaining servants for centuries.  
* As time went on, Delthara's servants began to not only fear Delthara, but to resent and loath her.   She showed herself to be a cruel, ruthless, vindictive mistress.  
* Finally the servants banded together in an effort to subdue their hated mistress.   Led by Flaern, the servants defeated Delthara and entrapped her in her own world, leaving her with powers more or less equal to their own.
* No longer beholden to Delthara, her former servants began to take on the status of gods.  Each god established their own followings and fortified their bases of power.
* Soon they began to war amongst themselves vying for dominance.
* Delthara meanwhile licked her wounds and began to plot her revenge, starting with Flaern.

II. The Discovery of Flaern
* Many millennia after the creation of the gods, the world was populated with Elves, Dwarves, Humans, Trolls, Ogres, Dragons, Wyverns, Centaurs, Fey Folk, and others.  Each race was a creation of one god or another, used to serve that god?s whim.
* In an effort to strengthen her power base, Delthara ordered her High Priests to clear her lands of non-followers.
* The priests began a campaign of religious genocide against all who would not commit their souls to Delthara.   Many fled the homeland of the Deltharites.
* First, the persecuted souls fled to the land of the Dwarves.   Not wanting to risk the wrath of Delthara, the Dwarves gave the stragglers passage on a small fleet of ships and sent them to seek the aid of the Elves.
* The Elves were also afraid of the Deltharan zealots and refused to shelter the refugees.   The Elves replenished the travelers? supplies on the condition that they took on the less than reputable elves, who were no longer welcome in Elven society.  Once that bargain was struck, the homeless souls set sail once again hoping to find a place they could call their own.
* During that fateful voyage, Flaern presented herself to the leaders of the lost people.   She offered to give them refuge if they became her followers.   After much deliberation the leaders agreed to follow Flaern and her ways.   She led them to her home, a beautiful and wondrous island far out to sea.
* In the early days of this new relationship, Flaern and Elliira Arkhen developed a genuine trust for each other.   Elliira became the first priest of Flaern.

III.   The Clearing of the Isle
* Flaern explained to Elliira that she had been the victim of Delthara?s insidious plots for many years.   Delthara had constantly sent new creatures to attack Flaern in an effort to weaken her.  
* To counter Delthara, Flaern had created many creatures herself.   All had failed her.   None more so than the wyverns.   Flaern had created the wyverns with every possible power.   She even taught them how to use her own power to cast magic against Delthara?s minions.   Still they failed her.
* The wyverns were commanded to destroy all of Delthara's creations living on the Isle.   They easily bested the ogres and trolls, but showed mercy upon them and allowed them to live when they surrendered.    
* When Delthara learned of the defeat, she created the ultimate creature to destroy the wyverns.   The evil goddess unleashed black dragons upon Flaern and her wyverns.
* Faced with this mighty threat the wyverns cunningly defended Flaern, but they were overmatched by the dragons.   Furthermore, the trolls and ogres recommitted themselves to the conflict and aided the dragons in a decisive victory over the wyverns.
* Fearing for their lives, the wyverns refused to fight for Flaern any longer and went into hiding.
* The minions of Delthara began to destroy Flaern.
* Flaern spent many years looking for someone she could trust to help her.   After watching the lost wanderers for some time, she was convinced that they were powerful enough to aid her.  
* Flaern?s first quest for Elliira and her companions was to destroy all of Delthara's servants.   Once that colossal task was finished, they were to destroy the wyverns.
* The leaders of the former refugees banded together to form a mighty company of six.   They were the druid Elliira Arkhen, the Elven wizard Elysian Myritar, a swordsman known simply as Durnan, a cunning rogue named Darian Ambermantle, Braendan De La N'arth a paladin, and leader of the company Ethan Blackhawk a skilled guide.
* Flaern taught Elysian Myritar how to use her life force to power his magic.   She did this in an effort to make sure that Elysian would remain her follower.   Otherwise he had to depend on the power of Shada for his spells.   Elysian however elected to combine the powers of both gods and he became truly powerful.
* Under the tutelage of Flaern, Elysian created six weapons of power, that would become known as the Noble Weapons of Flaern.   For Elliira he created Trollsheart a falchion of fire, Durnan was given Wyvernstar a mighty claymore, Darian received Stalker a rapier forged of the sharpest steel, Braendan was given Delthara's Bane a bastard sword of holy might, Ethan recieved the Blackspear, made from the first black dragon that Ethan slew, and Elysian created for himself a spellbook of wondrous power that became known simply as the Book of Myritar.
* The company of six used their skills and new weapons to attack the minions of Delthara.   They were very successful.   The company drove the trolls underground, forced the ogres back to Ogre's Hold, killed numerous black dragons and accepted surrender from the wyverns.   This however was not enough for Flaern, who demanded the eradication of all the creatures of Delthara and the wyverns.
* Durnan refused to honor Flaern's request.   He found that being master of the wyverns was a very comfortable position.   Ethan was about to be crowned the King of Flaern when he was slain by Draaken Korliss the last and greatest of the black dragons.  Darian found that establishing an economic empire was more to his liking.  Elysian became engrossed with his study of magic and began to openly worship Shada.   Braendan, also a devout follower of Shada, became King of the new nation, which was to be named N?arth in his honor.   Braendan was quickly distracted with his new office and no longer attempted to follow the directives of Flaern.   Only Elliira remained true to her pledge.   She founded the order of Druids to serve Flaern.   Flaern, much to her dismay was powerless to stop these betrayals, because she was the goddess of life and could not harm a living creature.   At least for the time being the strangle hold of Delthara had been broken.
* The surviving members of the company of six became nobles and ruled the realm of N'arth under Braendan's leadership.

IV.   The Sundering
* The followers of Azyrith were discovered by the Deltharites.   They fled from Delthara to N'arth.   The Zyrites were welcomed and their wizards established a school of magic near the Tower of Shada, the school of wizardry founded by Elysian Myritar.
* The two schools of magic prospered through shared discoveries.    Soon their magical devices were sought by peoples from around the world.   There was even a black market for the magical goods in the land of Delthara.
* The nation of N'arth also prospered.   With desirable magic and other crafts, N'arth became a major trading center for most of the known world.
* The Shadan Wizards were glad to have the Zyrites as compatriots, but they withheld one powerful secret from their magical brethren.   They knew the secret of magestone and they did everything in their power to hide it from the Zyrithian Wizards.
* Zyrithian Wizards hungry for knowledge and power spied upon Shadan training sessions and learned of magestone.   This discovery eventually led to war between the two schools.
* War raged across the land prompting King Ethan VII to create the Maces of N'arth.   The Maces were a unique fighting force trained to defend the King against magical attacks.
* Eventually the war reached its climax when the mages used so much of Flaern's energy that the Isle broke apart in a tremendous earthquake.   Thousands died in this terrible tragedy which became known as the sundering.

V.   Post Sundering
* The magical renaissance of N'arth was over.  The Age of Discord began.   The wizards were a semblance of their former glory, for they could no longer imbue their magic with the power of Flaern.   Much of their knowledge would be lost.
* With the decline of the wizards, N'arth's trade fell apart.  
* The Navy of N'arth was not prepared to patrol the vast amount of new islands and coastline.   Consequently piracy became a major activity for those ship captains who could no longer find honest work.   Eventually they formed a loose confederation known as the Pirates of Blackport.
* Wars between the Pirates of Blackport and N?arth were waged off and on for centuries.   The Navy of N'arth could defeat the Pirates, but never break their backs.  
* The Age of Discord continued for more than 1,000 years.   During this decline N'arth became an increasingly agrarian society.   The people of N'arth had lost most of the skills that made them famous during the renaissance.    
* The last De La N'arth King was assassinated without an heir.   The remaining noble families warred over the succession.   None claimed the thrown, but they all plunged the nation into further misery.
* A legend surfaced that the throne would be reclaimed by a lost descendant of the De La N'arth Kings.   This descendant would reveal himself by wielding Brendan's sword.    
* Recognizing weakness in their ancient enemy, the Deltharites attack??
If you actually made it to the bottom of all of this, post a comment and let me know what you think    :D :lol:

General Info / N'arth Campaign 3/22/05
« on: March 22, 2005, 03:18:02 PM »
N?arth is a divided land.   A once proud and fierce nation, it has been reduced to bitter battles and petty squabbling from the lowest peasant to the most pompous noble.   Everyone tries to increase their own wealth and status by stepping on anyone who gets in the way.   For centuries, the people of N?arth have fought against each other.   Wyvernstars fought Arkhens and the Druids of Flaern, Shadan Wizards dueled with Zyrithian Wizards, De La N?arth Kings aided by the Maces of N?arth warred with Myritars and both schools of wizardry.  Utter chaos spread across the sundered land.   A once unified people, reduced to a mob of individuals united only by their will to survive.  
Now N?arth?s survival is threatened.   The dreaded Deltharites have resurfaced from fairy tales and legends to lay claim to N?arth in their goddess? name.   Starting with the assassinations of nearly every noble, the Deltharites weakened the ruling class of the nation.   Sowing lies and discord, the assassins provoked Lord Ambermantle to attack Lord Wyvernstar.    Ambermantle shattered his forces against the might of House Wyvernstar.   Sensing the moment of opportunity, the Deltharites launched their attack.  Aided by the traitor Theryn Northwind, the Deltharan minions quickly invaded the capitol city of N?arth.   With a powerful drug made from red trillium, the priests of Delthara poisoned the populous of N?arth and gained their submission.   Upon securing the capitol city, the Deltharites set siege upon both centers of magic, The Tower of Shada and the Flame of Azirith, effectively neutralizing any aid from the once mighty wizards.   At the same time, the Deltharites infiltrated Castle Myritar and poisoned the elven rulers.   All is nearly lost for the people of N?arth.
Nearly lost, but not completely.   A peasant hero, with tainted ancient bloodlines, has claimed the Sword of the De La N?arth Kings.   This unlikely hero has rallied the remnants of three armies to defend the imperiled nation.   Young Quentin Silverthorn has accepted allegiance from three of the four remaining noble families.  Lord Darian Ambermantle, Lord in Waiting Larkin Wyvernstar, and Feldyn Stoneaxe, emissary of the Myritars, have all recognized Quentin Silverthorn as their rightful King.   The Arkhens have not officially recognized Silverthorn, because their sole surviving heir is but an infant.
Quentin, accompanied by his most trusted companions, Vecklyn O?Ryan, Larkin Wyvernstar, Elizabeth Blackwood, Alleryan Moonbeam, and the indomitable Flea set out to find a cure to the red trillium poison.   After much wearying travel and many hard battles, the group succeeded in their quest.    With the aid of the master herbalist Falkirk, Quentin was able to make an antidote consisting of white trillium and ground ogre?s teeth.  However, this success came with a great loss.   Quentin?s closest companion, Vecklyn O?Ryan, was mortally wounded in a battle against the forces of Ogres Hold.    
Armed with the antidote to the Deltharan poison, Quentin Silverthorn has taken sail with the infamous Pirates of Blackport to rescue the Zyrithian and Shadan Wizards.   Meanwhile Alleryan Moonbeam will attempt to free his compatriots on the Isle of Myritar.  
What fate belies the courageous peasant and his companions?    Will the Pirates of Blackport betray him?   Can he save the wizards before they are defeated by the Deltharites?    The survival of N?arth is dependent upon Silverthorn and his compatriots.    Stay tuned for the next episode of the N?arth Chronicles.

Pages: 1 [2]