Thursday, April 18, 2013

Forth Into New Perils: Chapter 1, Part 2

Forth Into New Perils: Chapter 1, Part 2
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"There is a peculiar pleasure in riding out into the unknown. A pleasure which no second journey on the same trail ever affords."
-
Edith Durham
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Third Moonday of Falmonan 499 IR
The snows came in the night as every citizen of Brae expected, not the flurries of Fall but the full on pressure of winter snow. In years past the snows have waited until Huntianmonan. The optimists claim that it may ensure spring an earlier return, but there are few optimists when it comes to winter these days and most assume it means a harder, longer cold season. As the soon to be travelers awoke they take notice of the pounding flakes and note that the drifts already appear knee high, they thank whomever they pay homage to that their destination lay not far from Brae. They consider what they learned last night.

The destination is a Cavern to the Northwest, thankfully not far from the road itself but it would be a dim man indeed to not fear the fact it is only reportedly accessible by the waters of Whitelake. There is little concern for much boat traffic on those waters at this time of year but they are known to be choppy and bitterly cold. Gaidon has stated that there is no immediate concern that the Seekers would have found this location but it is possible always to meet them on such tasks and he laid out what he knew about their cult.

Once the piece is secured he wants the party to bring it back to him so he may then lead them and their precious cargo to the secret stronghold of the Protectors of the Door. Once there the group may either continue their work for the Protectors or may go on their way, hopefully to possibly aid in the future if the need arises and they deem it a fitting cause.

For now the group will need to prepare itself for the road ahead, carefully deciding what to take and what to leave at their lodging or, if need be, what to purchase in town if they feel their current supplies to be lacking. An Agreed upon departure time was set for Midday so everyone has until then to prepare. Gaidon is sitting in the common room near the fire if anyone has questions for him, it appears that for the time being there are no others in the room save for a different serving girl, a tired looking innkeeper, and an old looking Tabby cat prowling for scraps.
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Tuesday, April 9, 2013

Gathered at the Hearth: Chapter 1, Part 1


Gathered at the Hearth: Chapter 1, Part 1
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"What good is the warmth of summer, without the cold of winter to give it sweetness?”
John Steinbeck
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Third Marketday of Falmonan 499 IR  
Brae lies in the land of Heligioland.  Heligioland lies north of the Central Icebarrier within what is now known as the Low Winterlands.  A land still blighted by the Blizzard War it has become a known land of ruins that dot the landscape to this day.  There are forces of good to be found in The Hearth Knights who make up what consists of a Military for the land, their focus is only on the protection of the people of Heligioland and leave the ruling of the country to its settlements as there is no one ruler.
Brae itself is renowned for main export, a clay known as Greenpot Clay was discovered some 120 years ago creating something of a clay rush on the town.  Now they remain the largest distributor of Greenpotware in the lands of Rassilon but were ill prepared to monopolize their find so during the spring and summer months the Clay Diggers descend on their tracts of land to get their own little piece.
As Fall comes to a close, the population of Brae settles in for the long winter months ahead, the village has any number of lodging houses due to the influx of diggers who keep a temporary residency in the town over the spring and summer but there is only one that interests you right now, the Clayman’s Respite.  Within the walls of the impressive Tavern and Lodging house is the man you seek, Gaidon ap-Rochad.
Gaidon ap-Rochad:
An Anari, as can be discerned from his name, little is actually known about him personally save for the fact that he has a job that needs doing that can only be handled by a small group of capable individuals.  You all have your reasons for being here and are eager to find out just what might be so important to bring some of you away from your various guilds and other obligations.  For some of you it may just be for the sake of adventure or curiosity alone.
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OUT OF CHARACTER KNOWLEDGE, PURELY FOR THE SAKE OF THOSE READING:

It is unlikely that the other characters would know these facts unless they become revealed at some point.
  • Corbin Frostshadow – His journey has not been far, he has been working with a Roadwarden‘s group on the roads north of Myre for years now (in the center of Heligioland) when the leader of the group (as well as old friend), a Saxan by the name of Agdi Odwinsunu, approached him.  He had received a missive from an old friend requesting aid in forming a small band of fighting men to assist in retrieving something.  Agdi would not elaborate but impressed upon Corbin that it was important that the call be heeded.  Agdi felt that Corbin would make an asset to the group and asked if he would travel to Brae and meet with a man named Gaidon ap-Rochad in the Clayman’s Respite at dusk on the Third Marketday of Falmonan.
  • Kaldric Gerrulfsunu – Kaldric has enjoyed a few years traveling the realms with caravans, fighting off threats as they presented themselves.  An odd situation arose recently, apparently someone by the name of Gaidon ap-Rochad paid the price for assistance from the Iron Guild and Kaldric’s superior asked if he would be the one to attend to the issue.  All Kaldric knows is that this is a job that has been bought and paid for, albeit an odd sort of job as it only involves one Iron Guild member and, as far as he knows, no caravan to protect.
  • Kladr Deepgaze – The letter read, “I knew your father.  Kalfor was a great dwarven leader, and had a wisdom that inspired me as a young man to focus on the arts of spellcraft.  I am greatly saddened to hear of his death, so young for your kind, and the deaths of so many of your kin.  It has taken a while for me to find you after discovering he had a son.  I was hoping you might do me the honor of a meeting.  I’ll admit, it is not solely a chance to get to know you but I have a task that may be of some interest to you.  Enclosed will be the date, place, and time we may meet.  I hope to see you.”
  •  Rurick Halfgraden – The worst thing about Detran being called away has certainly been the lack of action.  In fact Rurick hadn’t been this bored in ages, and it had only been a few days since Detran left with the Legion without him.  Rurick was about to storm down to the Legion office to demand work the day he received the missive letter from Detran.  It read, “I’m certain you are wondering why the Legion chose me and left you behind for our current task, I need to make an admission regarding that.  It was my decision to leave you behind sir dwarf and before you grab your gear and seek our trail hear out my reason.  There is a man whom I owe much to that recently sought my skills for a task of upmost importance, but alas I could not separate myself from the duties currently tied to the Legion.  You, however, though an asset to the Legion are not yet sworn to it. Enclosed are the directions to Brae and instructions on when to meet with a man named Gaidon ap-Rochad.  If you leave upon receiving this, you should arrive a few days early. Stay warm Rurick, may we meet again someday!”
  • Birgir Oathspeaker – Despite his resolve to make a name for himself as a man of the road, Birgir had been nervous he’d never find a cause worth fighting for.  Fortunately for him, the fates had sent him a cause.  He still does not know what Gaidon has in mind for the group he’s putting together, but Birgir is certain it must be of some import.  Since the day he aided the man fending off that orc not 20 miles from the home he had just left Birgir has felt a calling to aid him.  Soon others would be joining the cause, Birgir has been told.  Let’s just see their mettle Birgir thinks.
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A freezing wind whips through the buildings in Brae despite how close together they are.  It is getting noticeable colder as the night nears, a strong indication that the last flickers of Fall will soon be behind the village.  Pulling cloaks and furs closer to themselves four travelers file into a local tavern named the Clayman’s Respite, as they arrive the barkeep takes notice and informs them each that a private room has been set aside if they are to meet with “the Anari”.   In no time the four are met with a fifth as a young Saxan man with a spear walks in, he looks at the group gathered before him, a Frostbourne, a Saxan, and two Frost Dwarves.  He takes his seat among them and looks toward the door expectantly as if the "Anari" is someone he knows.  The fire settles in the corner, eerily loud given the silence in the room.

Birgir Oathspeaker

Birgir Oathspeaker, the Youthful Wanderluster
 





Parry 8 / Toughness 8 / Charisma 0 / Pace 6"




Current Rank: Novice w/0XP

Glory: 0
Bennies:

Edges:
  1. Brawny: Toughness +1 load limit is Strength x 8
  2. First Strike: May attack one foe who moves adjacent

Hindrances:
  1. Heroic (Major) Character always helps those in need
  2. Illiterate (Minor) Unable to read or write
  3. Hard of Hearing (Minor) -2 to notice sounds


Languages:

  • Trader: Common Speak for many a traveler
  • Saxa: Saxa 


  • Attributes:

    • d8 Agility
    • d4 Smarts
    • d8 Strength
    • d6 Spirit
    • d6 Vigor


    Skills:

    • d10 Fighting
    • d6 Climbing
    • d6 Intimidation
    • d6 Notice
    • d4 Survival
    • d6 Swimming
    Weapons:

    • Long spear: Damage d8+d6 - Parry +1, Reach 1, 2 Hands wgt 5lbs

    Armor:

    • Scale Hauberk (T,A,L) - +2 Armor - 25 lbs.
    • Pot Helm - +1 Head 50% head protection - 4 lbs

    Gear: (48 lbs / 64 lbs.) 

    • Bedroll - 4 lbs
    • Winter Gear (cloak\Parka) - Adds a +2 to vigor vs cold weather 3 lbs

    --------------------------------------------------------------------------------
    Character: Birgir Oathspeaker
    Race: Saxa
    Origin: Not saying atm
    Class: Spearman
    Age: Not saying atm
    Gender: Male
    Height: 6' 2"
    Weight: 198 lbs

    Today was the day.
                    Birgir slowly climbed out of his bed, though truth be told, he hadn't slept a wink last night.  He gingerly tiptoed through the common sleeping room he shared with his brothers and sisters.  They would arise soon to begin their chores around the farm, but Birgir wanted to be on the road before they awoke.  The goodbyes would be too hard.

                    Today was the day.

                      Birgir crept past the room where his parents were sleeping.  If his father was awake, Birgir would only have to listen to another lecture about responsibility.    It was his mother that convinced the cantankerous old man to let him leave, and for that Birgir would always be grateful.  

                    Today was the day.

                    Birgir finally reached the front door to his family's tiny cottage.  He looked at the equipment he  had left neatly stacked by the door.  It had taken him several seasons of odd jobs around the village but he had finally saved enough money to afford his very own weapon and suit of armor.  The blacksmith had chuckled as he counted out Birgir's hard earned coin.  His departure had become something of a joke around the village.  There were even bets being placed on when he would return: freezing, broke, humbled.

                    As he donned the winter clothes his mother had stitched for him, Birgir thought back on what had instilled him with this wanderlust.  The epics of the Skalds had enthralled him since he was a child and he had grown up dreaming of becoming a hero.  His parents had hoped that time would temper his desires, but Birgir would not be dissuaded from his path.  He would protect the defenseless.  He would punish the wicked.  He would become a hero his village could be proud of.

                    Pushing the last of his doubts out of his mind, Birgir quietly opened the front door of the cottage.  He took a deep breath of the chilly morning air as he gazed at the road stretched out in front of him. 

                    Today was the day.


     
     

    Friday, March 22, 2013

    Rurick Halfgraden

    Rurick Halfgraden, The Legion's Fostered Child


     


    Parry 8 (7) / Toughness 8 / Charisma -2* / Pace 5"






    Current Rank: Novice w/0XP

    Glory: 0
    Bennies:

    Edges:
    1. Low Light Vision: Ignore attack penalties in dim and dark lighting.
    2. Mountain-Born: No penalties in rough terrain associated with hills and mountains
    3. Winter Soul: +2 Vigor to resist effects of cold weather, & +2 Armor vs Cold, Coldfire, or Ice Attacks
    4. Tough: Start with a d6 in vigor and it can be incresed as much as d12+3
    5. Sweep - Make an attack with a melee weapon against all adjacent targets (friends and foes) at a -2 penalty.  Resolve damage seperately

    Hindrances:
    1. Overconfident (Major) Your character thinks he can handle anything, not suicidal but certainly takes bigger risks than others would who use thier common sense.
    2. Doubting Thomas (Minor)  Skeptical when it comes to the supernatural and is thus all the more frightened when finally face to face with it. -2 to fear checks when facing undeniable supernatural horrors.
    3. Loyal (Minor) Willing to put himself at risk to save a friend.
    4. Insular (Racial) Frost Dwarves have long kept to themselves and thus have a permenent -2 to their charisma unless they are speaking with another Frost Dwarf where they then gain a +2
    5. Heat Lethargy (Racial) Frost Dwarves become lethargic at temperatures above 53 degrees or higher thus they suffer a -1 on alltrait rolls in such temps.
    6. Slow (Racial) Frost Dwarves are stout and can only move at Pace 5"


    Languages:

  • Trader: Common Speak for many a traveler
  • Dwarven: Frost Dwarves
  •  
     

    Attributes:
    • d8 Agility
    • d4 Smarts
    • d10 Strength
    • d4 Spirit
    • d6 Vigor
     

    Skills:
    • d8 Climbing
    • d12 Fighting
    • d4 Notice
    • d4 Intimidation
    • d8 Throwing
    Weapons:
    • Great Axe - Attack Roll: d12  Damage Roll d10 + d10 Notes: AP 1 Parry -1 Req 2 hands 15 lbs
    • Throwing Axe (2) -  Range: 3/6/12 Attack Roll: d8 Damage Roll d10 + d6 Notes: 2*2 lbs (4)

    Armor:
    • Plate Corselet (T) - +3 Armor - 20 lbs.
    Gear: (49 lbs / 50 lbs.)
    • Backpack: 2 lbs
    • Climbing Gear: +2 Climb checks - 4 lbs
    • Bedroll: 4 lbs
    • $60 Scields
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    Character: Rurick Halfgraden
    Race: Frost Dwarf
    Origin: Varied
    Class: Fighter
    Age: Unsure, 30's
    Gender: Male
    Height: 5'1"
    Weight: 210 lbs
     
    Rurick knows little about his family or his background. As far back as he can remember there has always been conflict. Whether he was forced to fight the wilds of the Winterlands and all the harshness they entail, or his first conflict with the living. Much of his memory is a white haze either created to block horrific memories or because much of his childhood was spent waist deep in snow.
     
    His first memory he can recall was meeting his mentor/father figure Detran Halfgraden who educated him in blood and taught him the ways of the axe. Rurick looked up to him and followed him everywhere which eventually led him to join the Grey Legion. After years and years of conflict for various causes Rurick has found himself at an impasse.
     
    The Legion had called upon Detran however not himself. Having lost his only connection to others he now seeks adventure and a cause worthy of his talents. Little is known about where or why Detran was called upon. However, Rurick feels simply that he was not strong enough to accompany him.
     
    Rurick will continue to seek out the strong and fight for a cause that will continue to test his abilities and eventually lead him to be called alongside his Mentor once again.

    Saturday, March 16, 2013

    Kaldric Garulfsunu

    Kaldric Garulfsunu, the Iron Guild's Noble




    Parry 7 / Toughness 6 / Charisma 0 / Pace 6"



    Current Rank: Novice w/0XP

    Glory: 0
    Bennies:

    Edges:
    1. Rich: Starting Scields = 3x typical
    2. Investigator Add +2 to all Investigation & Streetwise rolls. Also includes Notice rolls made to search through evidence.

    Hindrances:
    1. Loyal (Minor) Would give his life for his true friends
    2. Enemy (Minor) An accident during a drinking contest caused a rival family's son to be scarred beyond repair.  The rival family may seek revengence!
    3. Stubborn (Minor) Always wants his way and never admits when wrong even when it is plain as day


    Languages:

  • Trader: Common Speak for many a traveler
  • Saxa: Saxa 
  • Anari: Alantaris Isle, The Magacracy
  • Hearth Elven: Hearth Elves




  • Attributes:
    • d8 Agility
    • d8 Smarts
    • d6 Strength
    • d4 Spirit
    • d6 Vigor

    Skills:
    • d8 Fighting
    • d4 Riding
    • d8 Notice
    • d6 Taunt
    • d8 Streetwise
    • d8 Investigation
    Weapons:
    • Short Sword: Damage d6+d6 wgt 4lbs
    Armor:
    • Leather Suit (T,A,L) - +1 Armor - 10 lbs.
    • Buclker - +1 Parry - 8 lbs
    Gear: (53 lbs / 30 lbs.) -1 encumbrance penalty to all Agility and Strength rolls
    • Bedroll - 4 lbs
    • Winter Gear (cloak\Parka) - Adds a +2 to vigor vs cold weather 3 lbs
    • Flint & Steel - 1 lb
    • Lantern - Light in a 4" Radius 3 lbs
    • Whetstone - 1 lb
    • Rope (10") - 15 lbs
    • 2 Blankets - 4 lbs
    • 897 Scields
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    Character: Kaldric Garulfsunu
    Race: Saxa
    Origin: Ostmark
    Class: Iron Guild Member
    Age: 22
    Gender: Male
    Height: 5'10"
    Weight: 185

    Being the third son of a successful merchant has its perks. While Boric, the eldest, is the master mind behind their contracts and Yoric, the second eldest, has the brawn covered, all Kaldric has to do is flash his smile and seal the deal while sniffing out plots to undermine their profits. After that all he had to do was kick back, have a drink and let the scields and good times flow.

    That was all before the ill fated contract with Maenar Cynricsunu. Maenar was another merchant on the rise and had maintained a friendly rivalry with Garulf and his sons years. Each man knew that if they could claim the others contracts their family would be a force to be reckoned with. In a flurry of contractoral wizardry, Boric drafted an agreement that left both men in a position for great profits at the cost of great risks. They were to trade third sons for the span of five years.

    For two years, the plan unfurled with neither man gaining an edge over the other. Both of their sons had a knack for uncovering secrets and for every advantage Kaldric gained, he was countered by Wealgar.

    As time passed Kaldric grew close to Maenar's sons and was often seen carousing and galavanting about with Eowuld and Faenar. Their exploits ranged from drinking to gambling to womanizing. If there was an uncouth deed to be done, they were there doing it with style. They had a knack for trouble.

    Many claim to have been there on the unlucky night of Eowuld's disfigurement. Some claim that Kaldric pushed Eowuld into the fire. Some say Kaldric was trying to catch him. Others say neither, stating that Eowuld, in a drunken stupor, dove into the fire of his own accord. Whatever the case, Kaldric had earned Maenar's fury and hatred. Maenar swore the debt to his son would be paid in blood.

    Kaldric fled. He thought to return home and seek the protection that his family could offer. His father was wealthy and had the influence to see to his safety. In truth, he was excited to be home with his brothers once more. Unfortunately, Kaldric's excitement was short lived. Garulf saw reinstating Kaldric into their operations as a breach in contract with Maenar. His honor would not let him send Maenar's son home before the agreed time had passed, even at the expense of their families mercantile security.

    Although Garulf did not shelter his son, he would not abandon him. Kaldric was sent off with his fathers instructions to seek his refuge among the Iron Guild. Garulf had made a large "donation" to grease the wheels and to see to it that his son would be traveling from place to place for his own safety. After the three remaining years of the contract have passed Kaldric will be allowed to return home.


    Now, Kaldric travels from place to place as a member of the Iron Guild. He looks for opportunities to expand his families wealth and perhaps make new connections to compensate for his father's compromised position. Kaldric is determined to return home with his head held high and a great deal of wealth for his family to enjoy

    Friday, March 15, 2013

    Kladr Deepgaze

    Kladr Deepgaze, the Self-Exiled
     

     

    Parry 7 / Toughness 7 / Charisma -2* / Pace  5"






    Current Rank: Novice w/0XP

    Glory: 0
    Bennies:

    Edges:
    1. Low Light Vision: Ignore attack penalties in dim and dark lighting.
    2. Mountain-Born: No penalties in rough terrain associated with hills and mountains
    3. Winter Soul: +2 Vigor to resist effects of cold weather, & +2 Armor vs Cold, Coldfire, or Ice Attacks
    4. Tough: Start with a d6 in vigor and it can be incresed as much as d12+3
    5. Arcane Background - Rune Magic: See list of spells

    Hindrances:
    1. God Cursed by Hela, the Black Queen (Major) Any beneficial spells cast on Kladr by a Priest of Hela fail. Harmful spells cast by a Priest of Hela do extra +2 damage. Opposed spells gain +2 bonus against Kladr.
    2. Stubborn (Minor) Always wants his way and never admits when wrong even when it is plain as day
    3. Necromantic Weakness (Minor) Icorporates a -2 penalty when attempting to resist an undead creature's special attacks.  No affect on mundane damage from such creatures and fear is not considered an attack
    4. Insular (Racial) Frost Dwarves have long kept to themselves and thus have a permenent -2 to their charisma unless they are speaking with another Frost Dwarf where they then gain a +2
    5. Heat Lethargy (Racial) Frost Dwarves become lethargic at temperatures above 53 degrees or higher thus they suffer a -1 on alltrait rolls in such temps.
    6. Slow (Racial) Frost Dwarves are stout and can only move at Pace 5"

    Languages:

  • Trader: Common Speak for many a traveler
  • Dwarven: Frost Dwarves
  • Earthtongue: Gargoyles, Trolls, Trow
  • Giant: Giants
  • Orcish: Orcs, Ogres, Goblins

  • Attributes:
    • d6 Agility
    • d10 Smarts
    • d6 Strength
    • d6 Spirit
    • d6 Vigor

    Skills:
    • d4 Climbing
    • d6 Fighting
    • d8 Notice
    • d8 Knowledge Arcana
    • d10 Arrow-Rune (Rune Magic)
    Weapons:
    • Long Spear - Attack Roll: d6 Damage Roll d6+d6 Notes: +1 Parry, Requires 2 Hands 5 lbs
    • Dagger -  Attack Roll: d6 Damage Roll d6+d4 Notes: 1 lb
    Rune Magic:
    The Arrow Rune(N):
    • Bolt
    • Aim
    • Boost\Lower trait: Shooting and Throwing only
    Armor:
    • Chain Shirt (T) - +2 Armor - 10 lbs.
    • Chain coif (H) - 75% chance to protect head - 3 lbs.
    Gear: (45 lbs / 30 lbs.) -1 encumbrance penalty to  all Agility and Strength rolls
    • Backpack: 2 lbs
    • Climbing Gear: +2 Climb checks - 4 lbs
    • Lantern: 3 lbs.
    • Oil: 1 pint - 1 lb
    • Pick: 5 lbs
    • Rope: 10 yards - 10 lbs
    • Parchment: 60 sheets - 3 lbs
    • Writing Equipment: 1 lb
    • Flint and Steel: Wgt 1 lb
    • Whetstone: 1 lb:
    • $17 Scields
    --------------------------------------------------------------------------------

    Character: Kladr Deepgaze
    Race: Frost Dwarf
    Origin: Karad Zor
    Class: Rune Mage
    Age: 55
    Gender: Male
    Height: 4' 10"
    Weight: 180 lbs.

     
    30 years ago, Kladr's father, Kalfor Deepgaze, was badly wounded in a gruesome battle near the city of Karad Zor. In the following weeks, Kalfor's confrontation with mortality drove him mad with fear and desperation, his thoughts constantly dwelling on an answer to overcome his pain and anxiety. Ultimately, he decided to defy his family oaths and activate a sacred rune, he and so many others of his clan, had sworn to protect and keep sealed. This rune contained a forbidden spell of immortality, and he was ready to cross any line to defy death's whims.

    Young Kladr, a skilled rune mage in training, did not agree with his father's plan, but after seeing the hysteria in Kalfor's eyes one night too many, he reluctantly gave his aid. Through a week's worth of struggle and exhaustion, the two were successful in performing the harsh ritual, and eternal life was granted to the venerable rune mage. This taboo did not go unnoticed, however, as Hela, the Black Queen, felt the disturbance against the cycle of life and then set a wrathful curse upon both father and son. Both would die at the meager age of 70 with no chance for redemption -- their fates branded and their half-lives spent knowing their own end.
     
    Kladr has long since left his home, his family, and his late father behind. He now searches Rassilon for an answer to breaking this curse, and redeeming his father along the way.