Thursday, July 31, 2008

Reworking the Clock

So way back in the day, I ran this session or three that took place in a war torn land called Kelba. Well going through my notes I read through and well put more thought in it and here I shall at the very least show off a bit of it. Opinons would be a great help as well.



Kelba is a cold war torn land. It has wide spreading plains and lowlands. Most predominately i sthe wide range of steppes that cover the landscape. Juttering crags leap out more and you head north ward towards the infamous Dragon Spine Mountains. And towards the coast line the land becomes rocky and barren. Trading barges dock in here, trading in the huge city walls of the orchish bastions and cities.

Ore scatter all across the land but wood is a rare, and mostt of it is brought in via the trade routes. Other than the costal cities of the orcs the rest of Kelba is occupied with small hamlets ad roving bands of nomads. All whit their own beleifs and virtues. Various decaying towers and ruins blocth the lands north. These ruins stand as remebrants of when the Dragon Lord and his hordes came over the mountains and made war in Kelba.

The people of Kelba are staight forward and brash. Their is no time to beat arund the bushes here. When your main source of survial is the meek life of goat herding or raiding, their is little time to draw things out. In the orchish cities though things are much different trade is highly valued, crafts are refined, it is a mix of culture. The flux and flow of Kelba lies in the hand of the orcs and how they desire to do bussiness for better and for worse they control the main life blood of the land.

However the other races can not be ruled out tehmselves. Humans although they hold no key stones to the real political aspects of Kelba they are Kelba. They make the majority of what Kelba is they live it. The Ogres can not be over looked either. They are sound reavers, and raiders and have on several occasions chnged the out set of Kelba's fate.

Tuesday, July 29, 2008

Setting Details - Systems

This is a quick write-up about some of the systems at work in the setting. It's not complete, but I felt it would be good for you guys to know about some of the things I'm working on. For you.

Eventually it will be a complete "essay" with fully written examples and detailed explanations, but at present its a bit content-lite.

Take a gander.

Thursday, July 24, 2008

Setting Details - Orginizations

I briefly mentioned in a previous article the Red Knights, and I thought perhaps I should elaborate more on some of the organizations you're likely to encounter in your travels. Let me know if you have some organizations or types thereof you've come up with or want to see.

The Red Knights - The Red Knights have long been a sort of paramilitary force that has kept the peace in northeastern Nurtland. They are considered by many to be the best warriors around, as their recruitment process and job details actively weed out anyone not up to snuff. They pick new members from exemplary Nurtland soldiers or nobility wishing to improve their position, ones with certain qualities of character that meet the Red Knight's code of conduct. A few of the tenants that all members must abide are:

1. Suffer not those who harm the sanctity of citizen or country.
2. Protect the Royal Family at all cost.
3. Never jeopardize your fellow Knight. Consider every possible option before acting on a situation.
4. Prostrate to those greater than you. Your service will reward you.
5. If you fail to uphold the honor of the Red Knights, your retribution will be swift and just.
 

The Knights have several chapters, even within their own designation as a major force among the Nurtland military. They are fully backed by religious and political leaders in key Nurtland cities. Officers limit their recruitment strictly to loyal, and more importantly, human, citizens, though on more than one occasion they have made exceptions for Elves and Therians of high standing among the general populous. They have never had an orc member; since the founding of the Knights they have been almost zealous in their misalignment to the orcs of Tigris. Since the Fyrissians aren't within walking distance, they don't much care about them.

Pact of the Wood

Out in the wilderness of Lemuria there is a myriad of potential threats, and long ago a group of capable wizards and men-at-arms put the time in to make sure those threats never bothered them. After a series of brutal and deadly skirmishes, the creatures of the bogs and rot decided it would be best to agree to an armistice rather than face a route from Agartha. Since then, followers of the Pact of the Wood have been able to toss their stake into Falling Leaves, a place of wilting and putrid plant life, a city of many magical opportunities. Falling Leaves is where many alchemists and apothecaries go to gather precious materials used in many medicines and magical draughts. It is a mushroom mecca, where the seekers of the most potent drugs and hallucinogens gather to trip out on magic fungi and reap the benefits of the spore-laced airs. Staying just one hour in Falling Leaves is enough to cure even the most pervasive ennui, it is said.

To become a follower of the Pact, one need only undergo the Trial of the Grass, to see if you are truly adherant to the peacemaking contract set by the first Agarthan visitors to Falling Leaves. The upcoming follower is made to swallow several alchemical mixtures and wear various unguents that will impart startling visions and align the participant's spirit to the realm of Falling Leaves. If the engaging person is able to pass the Trial, they forever become immune to plant-based poisons whether magical or natural, and they are allowed passage to Falling Leaves. Failure to pass means death, as the hopeful Pactbound's body is filled with innumerable mundane and magical poisons and toxins, until their body becomes compost.

Monday, July 14, 2008

On the Rim - Next Session Primer

Perswell Port

Perswell Port is a major thoroughfare for northeastern Tigris, and a fine city in its own right. It is not technically part of the Nurtland Kingdom, but it owes a great debt to its ruler for aiding them in the Tribal Wars.

It's the tail end of autumn in the greater bay area. Julian fills the party in on a few details about the area, and tells them they can find lodging in the Port at his guild's tavernhouse. He mentions breifly the coming Midwinter Festival, saying that by the time he gets back from his next trip he hopes he can sit down for a drink with you all.

News has been coming in, albeit slowly, of a stirring amongst the orchish tribes in the wooded hills to the west, though about what no one can tell. It's been eight generations since the Red Knights' hard-won victory over the invading nomads, and since then the disparate orcs have been too obsessed with their tribal infighting, they haven't been able to really strike back. There's talk that some tribes farther to the north, near Gaea's Many Faces (a large and abrupt cliff face that effectively splits the land into southeastern Enlil and northeastern Tigris,) have recruited into their ranks tribes of Yeti, though this is mostly vague rumor and heresay. Still, it's not something to take lightly. Perswell Port, though well protected from atack by sea by a veritable fleet of guild ships ready to lay down their lives to protect their livelihood, is virtually defenseless from the mainland. Red Knight patrols venture to the port every once in a while, but they are now more concerned with protecting Nurtland's recent ventures into the wildlands of Enlil.

There is also this news about some outlying island villages in Midgard being razed. Cultural bias and historical precedence points the finger solely at the Jordelfen, though there has been talk of one or more packs of feral Lupines wreaking havoc in that frozen land. Of the handful of survivors of these attacks, a few of them recount seeing serpent-headed ships flying under blue canvas, a trait not unheard of for some clans of Jordelfen. However, the Jordelfen clans who might do such deeds have not been seen outside of their icy iron holds for more than two hundred years. The few clans that do not have a reputation for murderous war have also been rather quiet for a while, though this is not unusual. It may be a sign of something more dire to come, or it may just be isolated cases.

The Vigilant enters into the Bay, presenting Perswell Port. The city rises up the hills to the north. Leaves cling desperately to the trees that cover the countryside, carts, wagons and caravans line the streets with the last harvest and goods to trade. Many ships are moored in the bay, more still up at the docks. Gigantic chains rise up out of the waters, hung from unseen anchors high up in the clouds. The brick-laden roads of Perswell Port are covered in fallen leaves, and many of its citizens are enjoying the last of the warm weather before the looming cold sweeps in, bringing heavy snow. Stepping into the Merchant Horizon tavernhouse, they are told many stories of the city's recent joys and recent troubles.

For instance, there was a great celebration when the third prince of the Nurtland line held his wedding ceremony in the cliffside Temple of the Sea, and in the summer there was the slaying of the wyrm Nylffund, who had terrorized the outlying farmlands for decades. Though, with his death, it seemed a greater threat moved in to fill the gap. Many of the orchards responsible for the city's considerable wine and cider exports have wilted to nothingness by a pack of roaming sappers, led by a great beast said to stand 18 feet high when reared, and covered in a thick hide that shines with a wicked glint. There's also that business in the Cliffs. Many children and women have gone missing, and some suspect it might be trolls. A pack of trolls is one thing, but if it's the size it's rumored to be, there might be cause to panick.

____

So there you have it. I'd like to jump right into playing next time we meet. If we can game this weekend after Dark Knight, all the better. If not, we can figure out the time and date whenever it's convenient. Edit: Added a quick sentence. I thought I wrote the chains bit for another city, but it seems I was mistaken.

Wednesday, July 9, 2008

It's all part of the plan...

aHAhaHAHAhahahaHAhaheeheehohohahaHAheeHEE

The Dark Knight runs on Friday, July 18th at the following times:

11:45 am
12:30 pm
1:15 pm
3:00 pm
3:45 pm
4:30 pm
6:15 pm
7:00 pm
7:45 pm
9:30 pm
10:15 pm

Strangely, there is no midnight showing. Unless it hasn't been added to the schedule yet.

I can make any of those showings to the best of my knowledge. I'll have to get more details on my scheduling tomorrow to confirm.

You dudes can also talk about attempting to game together if you want. Unless another game wants to enter the running, 4e will resume at the next meeting I would guess. You have been 4warned.

Previously...

Dramatis Personae
Akhre, ranger (dragonborn male)
Elwood the Crazed, fighter (dragonborn male)
Rodrago, rogue (human male)
Thannis, wizard (eladrin male)

After defeating a band of goblin bandits, killing a set of vicious guard drakes and putting a raging gigantic cave worm out of its misery, our heroes have cleared a way to the ancestral burial ground. However, there is evidence to suggest that things are not all as they seem.

Among the tombs and caverns were what look like the remains of campsites and hovels, giving the appearance of a recently-abandoned base of operations for something. Particularly incriminating are the charred remnants of a note. It looks like it was an evacuation order for whoever was in the cave. In addition, what's left of the order makes reference to Sterling, Deinos, and someone (or something) called Locust...