Calendar
Ages Past
The identity of the first Green Regent
is lost to the passage of time, but it is suspected that Mielikki did not first
designate her champions until humans spread across the Savage Frontier from
Illuskan. As Melikki's faith grew, she selected several Green Regents from the Kingdom
of Athalantar before its fall. When
the Tethyrians began to settle about the Delimbiyr River, the Lady of the Forest
drew them into her vision, and the Green Regent was alive and well throughout the Tethyrian
Kingdoms of Phalorm and Delimbiyrian. After the collapse of Delimbiyrian,
civilization in the vale fragmented into small city-states, but the Green Regent
continued to guard the forests, the people of the river valley, and Mielikki's
dream.
1150 DR – Year of the Scourge
Plague throughout the Sword
Coast. Worship of Talona and
Loviatar soars.
Calishite Rensha family takes
over Delimbiyr Vale.
Rensha ban the practice of
selecting new scions at Shieldmeet and hunt the Green Regent down as a threat to
their power. After several years of this persecution, the Green Regent
disappears for well over a century.
1288 DR – Year of the Roaring Horn
Pasuuk, the last Rensha Lord,
commands a group of skilled mercenary hunters to bring him the horn of a
unicorn.
The hunters track down and corner a unicorn. Nanathlar Greysword raises
his blade to kill the beast but his heart breaks when he looks into its eyes.
He vowes to defend it against all that would despoil it.
Nanathlar and twelve of his
fellow hunters overthrow their captain. Upon doing so, the glowing symbol of
the Scions of the Green
Regent appears on each of their foreheads, and the telltale marks of
the Green Regent
slither up Nanathlar’s body. The unicorn reveals itself as an avatar of
Mielikki, and tasks the thirteen hunters with ridding the vale of the horrible
Rensha blight.
1290 DR – Year of the Whelm
Two winters of fierce battles
raged between the ragtag forces of the Green Regent and Pasuuk's
diabolical regime. The War of the Returned Regent ends in 1290DR at the Battle
of Tanglefork where Nanathlar calls upon the power of his goddess to turn the
very trees against Pasuuk. Pasuuk unleashes a coven of devils upon the servants
of Mielikki, but the awakened trees utterly destroy Pasuuk
and his fiendish allies, and scatters their remains like ordure. And
that is why the soil of those woods is now as black as midnight.
Nanathlar Greysword assumes rulership of Loudwater and brings a new era of
prosperous rule to the Delimbiyr Vale.
1347 DR – Year of the Bright Blade
Kalahar
Twohands made Green Regent.
Cultists of Talos summon a living storm that
brings devestation to Llorkh and Orlbar.
Kalahar leads a coterie of scions into the terrible storm and against the cult.
After a fierce fight in the raging thunderstorm on a mountain top, Kalahar and
the scions reverse the summoning spell that binds the tempest to Faerûn. With
their leaders slain and their plot undone, the cult scatters.
1369 DR – Year of the Guantlet
Blood red moon rises over the Delimbiyr Vale. Malarites erupt from the High Forest
in a frenzy of hunting and killing. For the next three nights, the lycanthropes
hunt, breaking into houses and driving out the fear-stricken citizens of Loudwater and
smaller homesteads around the city. The folk of the City of Grottos fight back, and a young Stedd Rein
earns particular distinction in the pitched battles. The Green Regent, Galaer Grasswave, is
slain by the followers of the Beastlord. After three nights, the moon returns
to its normal shade and the Malarites disappear back into the High Forest.
The orc hordes of King Obould Many-Arrows swarm out of the underdark and
lay siege to Mithral Hall
1371 DR – Year of the Unstrung Harp
The Harpers divide into factions
because of the departure of Khelben the Blackstaff, and these conflicts are
only grudgingly held at bay by greater issues.
Mulhorand invades Unther.
The Silver Marches is declared a
new country.
1372 DR - Year of Wild Magic
Hammer
1 - Shade returns
to Faerun.
Midwinter
Festival
Bane returns to
Faerun
Mirtul
1 - Orcs begin
migrating out of the High Forest.
27 - Tilverton is
destroyed.
Flamerule
10 - Hekkut the Molted begins
raiding road between Loudwater
and Shining
Falls.
Midsummer Festival
Shieldmeet Festival
Otar chosen as Green Regent
Eleasis
10 -
CAMPAIGN START
11 - Heroes save Blaz
Merrymar on the Road between Shining Falls and Loudwater.
12 - Heroes enter the goblin river caves and defeat Hekkut the Molted, a hobgoblin
wererat. Krellon is killed in the battle. He is later raised from the dead by
Prior Athosar.
17 - Heroes encounter
Mind Flayers for the first time when exploring the tunnels below the goblin river caves. Two are
lost in the encounter—Szorn the Red and Teal Phier. The Heroes do not know what happened to
them. The Heroes
find evidence that the Hark has brokered a deal with the Mind Flayers and “The Forest King.”
18 - Thelbrimm
dispatches Thelbrimm’s Nine to seal the
entrance to the underdark found in the goblin
river caves.
END OF
LGR 1 - EXTERMINATION
19 - Heroes recruited
by Harazos
Thelbrimm to determine why orcs are raiding across the Loagrann River
into Llorkh
controlled lands and to put a stop to it.
20 - Heroes join a Gralhund
caravan heading to Orlbar.
24 - Heroes arrive in Orlbar and meet
guide named Helm Heltriss.
26 - Helm
guides Heroes
to a huge rock outcropping crowned by a Ruined Tower. The tower is
inhabited by the Red Stag Orcs. The Heroes parlay with the Orcs and find out that they are raiding
to try and rescue members of their tribe that have been captured by Zhents in
raids from the Zhent side of the Loagrann River. The Heroes are attacked that night as they make their way toward
the direction the Red Stag Orcs tell them that the raids are coming from. The
attackers are Black
Moon orcs. The Heroes
subdue the orcs and kill their human leader Mekat Zrinn.
27 - Heroes find a burial cairn
dedicated to Jergal—an ancient god of death. Inside they find several
Zhent soilders and Szetril,
a female cleric of Bane. The Banites have been using Red Stag Orcs as stock for
creating undead. The Heroes
rescue five Red Stag Orcs.
30 - Heroes report
back to Harazos
Thelbrimm.
END OF
LGR 2 - GRAY HUNT
30 – Rensha tombs
found unsealed under the High Lord’s Hall.
Eleint
1 – Heroes summoned
to the High
Lord’s Hall. High Lord Kalahar Twohands asks them to rescue his son from unknown
captors. The kidnappers entered the hall through the Rensha burial crypts in
the lower levels. The Heroes
pursue the kidnapers into the crypts and rescue the High Lord’s son. A wererat
fled the final battle. When the Heroes pursued, they ran into a cabal of Mind Flayers. The Heroes stopped
dead in their tracks. The Mind Flayers probed their minds, then seeing that the
High Lord had not fallen for their ploy they retreated into deep caverns,
taking the wererat with them. The Heroes returned the high lord’s son and were rewarded with
membership in the Order of the Jade Blade.
END OF
XGR 1 – UNDER THE HIGH LORD’S HALL
5 – Heroes
are approached by Nuial Treestrider. He is a bard and a Scion of the Green Regent. He encourages them to investigate the High Forest
and the exodus of the orcs. He believes Mielikki wants them to go into the
forest for some reason. The Heroes travel to the High Forest and camp at its edge.
They are attacked by drow just before midnight. After they defeat the drow, they are
approached by Thornbriar,
a treant.
6 – Decree
of Reception proclaimed by High Lord Kalahar Twohands in Loudwater.
9 - The Heroes
help Thornbriar rescue a large number of fey creatures from the hands of
Zyznin, a drow priestess of Lolth. Thornbriar gives them a magical acorn in
return. He tells them that he will use the acorn to contact them when he finds
out why the orcs are fleeing the High Forest.
11 – Heroes
attacked by a diseased orc warrior as they are leaving the High Forest.
Krellon infected.
13 – Heroes
return to Loudwater
to find the city already infected with the strange disease that is ravaging
Krellon.
END OF LGR 5 – DARK EXODUS
14 – Xao Li Chen joins the Heroes. Prior Athosar reveals a divination that he has cast; “a
stone’s sliver that is a forest’s priest” is responsible for the strange
ailment, and they should look in the “wind-whipped hills of shadow” to find
him.
15 -The Heroes
track the orcs into the grey highlands. They meet the orc druid Kah’Liik of the
Black Boar Tribe. She directs them to a large hive-like hill. Inside they are
attacked by a huge insectile ogre which kills Xao
before they can finish it off. Past the ogre, they kill the dwarven druid
Drahmin Stonesplinter who is responsible for the disease.
16 – The Heroes
return to Loudwater
with Drahmin’s notes and ingredients. The city officials decipher the notes but
discover they do not have the ingredients they need. A caravan traveling from
Llorkh to Waterdeep arrives in Loudwater. The caravan just happens to be carrying the
ingredients that the people of Loudwater need. Prior Athosar offers to raise Xao from the dead
in return for the service performed by the Heroes for Loudwater.
END OF LGR 6 – EPIDEMIC
17 – Heroes
hear of a raid on a caravan to the west of Loudwater. They join Myranda, a
Scion of the Green Regent, and
investigate. The caravan master tells them that it was the Half-Elven Renegades
that attacked them. They took 4 sun elf passengers as prisoner. The Heroes track them
into the High
Forest, but soon lose the trail.
18 – Heroes
return to Loudwater.
Sirende, a female gold elf, offers them a reward for the return of her sister
Amarie. The Heroes
talk to Pennet Farhill at the Scarlet Shield, Gauntlet Isyan Kiy’sisnos at the Vine Tower, and Eldrin Whisperbark at the Merry
Mer-She regarding the possible location of the Half-Elven Renegades’ hideout.lf-Elven
Renegades may be hiding.
19 –Teseryne
Truesilver helps Heroes
narrow down the possible hiding place of the Half-Elven Renegades to just one
cave. Heroes
find the Cave
of Blooming
Stone and kill most of the bandits. In the depths of the cave they face off
against a fiendish looking elf and her troll body guard. The troll kills
Krellon and Darmon before the Heroes can overcome it. The fiendish looking elf mysteriously
jumps to her death in the middle of the battle. No sign of her remains but all
her gear is found. The Heroes
rescue the four gold elves and return to Loudwater. When they arrive,
Sirende is gone, but she left them a larger reward than she had promised
END OF LGR7 – NURTURE AND NATURE.
20 – Heroes
are attacked by a dozen orcs at the Red Boar Inn. The lead orc yells
“We are here to take what has been taken!” The Heroes kill the orcs, but not before
Myranda is cut down. Questioning after the battle of an orc
that was taken alive reveals that they came to avenge the deaths of the 8 orcs
that have been found murdered in the last month near the Red Boar Inn. Killeon joins
the Heroes.
21 – Myranda is raised from the dead by Prior Athosar. The Heroes recuperate
from the battle with the orcs and they meet with High Lord Kalahar Twohands. He
asks them to find the murderer before a full fledged revolt breaks out.
22 – Heroes
investigate murders. The red wizard Beyvan Keth summons them to the Ivy Enclave. He tells them a
half-drow named Dusk is involved in the murders. When
asked why he is helping he tells them that he believes the murders of the orcs
will hurt his beloved Loudwater. Following Keth’s lead, the Heroes find the lair of a group of
rogues call the Rat Bastards. In the warrens beneath their hideout they find
the murderer, a barghest named
Lazurak the Harkson.
END OF LGR8 – RAT’S BASTARD.
23 – Stedd Rein begins raising a personal army to assault the lair of
the Hark.
23 – PRESENT DATE
PEOPLE
Alera Rant
Moon Elf Ranger from Evereska
Female, 5'4" tall, 120 pounds, silver-blue
hair, dark blue eyes.
Member of the Heroes. Alera joined the Heroes on 19 Eleasis 1372 DR.
Member of the Order
of the Jade Blade. Inducted on 1 Eleint 1372
DR.
Alera has dark blue eyes with silver-blue hair. She always wears a misty
crescent above a full moon amulet.
Alera turned down her friend Teal’s offer to
join her and leave the Gray Cloak Rangers to seek adventure. Alera has
regretted not going and has been forlorn and lonesome since her friend Teal
left the rangers. One night Alera was woken by a dream in whih her dear friend
Teal Phier was being prayed apon by mind flayers. Deeply upset by this vision
Alera set out for Teal’s last known location… Loudwater.
Player: Dawn Christy
Alera, Female Moon Elf, Rgr3; CR 3; Medium Humanoid (elf); HD 3d8+3; hp 21; Init
+4; Spd 30 ft.; AC 18, touch 14, flat-footed 14; Base Atk +3; Grp +5; Atk/Full
Atk +5 melee (1d8+2/19-20, longsword) or +8 ranged (1d8+3, +1 mty [+2] comp longbow); SA favored enemy (undead); SQ low-light
vision; AL NG; SV Fort +3, Ref +6, Will +1; Str 14, Dex 18, Con 13, Int 11, Wis
12, Cha 9.
Skills: Climb
+5, Hide +7, Jump +5, Knowledge (dungeoneering) +1, Knowledge (geography) +1,
Knowledge (nature) +1, Listen +4, Move Silently +4, Ride +5, Survival +5, Swim
+2
Feats: Endurance*,
Point Blank Shot, Precise Shot, Rapid Shot*, Track*
Languages:
Common, Elven, Chondathan
Possessions:
Traveler's outfit, studded leather armor, amulet
of natural armor +1, longsword, +1
mty [+2] comp longbow, potion cure
light wounds (2), 161gp
Alera, Female Moon Elf, Ranger 1; CR 1; Medium Humanoid (elf); HD 1d8+1; hp 9; Init +4;
Spd 30 ft.; AC 17, touch 14, flat-footed 13; Base Atk +1; Grp +3; Atk/Full Atk
+3 melee (1d8+2/19-20, longsword) or +5 ranged (1d8+2, mty [+2] comp longbow);
SA favored enemy (undead); SQ low-light vision; AL NG; SV Fort +3, Ref +6, Will
+1; Str 14, Dex 18, Con 13, Int 11, Wis 12, Cha 9.
Skills: Climb
+5, Hide +7, Jump +5, Knowledge (dungeoneering) +1, Knowledge (geography) +1,
Knowledge (nature) +1, Listen +4, Move Silently +4, Ride +5, Survival +5, Swim
+2
Feats: Point
Blank Shot, Track
Languages:
Common, Elven, Chondathan
Possessions:
Traveler's outfit, studded leather armor, longsword, mty [+2] comp longbow, potion cure light wounds, 21gp
Red Wizard of Thay
Master of the Ivy
Enclave
An aged man with a
warm smile that seems out of place on his deeply wrinkeled face and tattooed
head. He always uses a walking stick. He sided with Nanathlar Greysword in
the War of the Green Regent Returned.
Allied with the Zhentarim. These orcs are
from the Greypeak Mountains.
A group of them were in league with the Zhent ranger named
Mekat Zrinn.
Male Lightfoot
Halfling Soulknife
3'3" tall, 35
pounds, black hair, hazel eyes
Member of the Heroes. With them since
they formed in the Tenday after Shieldmeet 1372 DR.
Member of the Red
Fellowship. Inducted on 30 Eleasis 1372 DR.
Member of the Order of the Jade Blade. Inducted on 1 Elient 1372 DR.
Darmon is quiet
and good humored, liking to find humor in the world around him like most of his
people. He takes his mission to protect halflings and fight evil very
seriously, but that does not keep him from finding humor in life.
Darmon is an
initiate in an order of halfling soulknives called the shadowguard. The
shadowguard follow a stict regemin of purity of body and mind—they take oaths
not to drink, take drugs or have sex. The Shadowguard have no formal schools.
Training is passed from a master to apprentice.
Player: John Jones
Darmon, Male
Lightfoot Halfling, Soulknife 2; CR 2; Small humanoid (halfling);
HD 2d10+2; hp 18; Init +4; Spd 20 ft.; AC 22, touch 15, flat-footed 18; Base
Atk +1; Grp -2; Atk/Full Atk +4 melee (1d4+1/19-20, soulknife) or +7 ranged
(1d3+1, sling); SA mind blade, throw mind blade; SQ low-light vision; AL LG; SV
Fort +2, Ref +8, Will +4; Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 10.
Skills: Autohypnosis
+2, Concentration +6, Handle Animal +1, Hide +12, Knowledge (Western
Heartlands) +3, Knowledge (psionics) +5, Listen +3, Move Silently +10, Tumble
+8
Feats: Psionic
Weapon
Languages: Common,
Halfling, Chondathan, Goblin, Illuskan
Possessions: Traveler's
outfit, +1 chain shirt, +1 buckler, daggers (2), sling, gem with continual
flame, 1012gp
Darmon, Male
Lightfoot Halfling, Soulknife 1; CR 1; Small humanoid (halfling);
HD 1d10+1; hp 11; Init +4; Spd 20 ft.; AC 17, touch 12, flat-footed 11; Base
Atk +0; Grp -3; Atk/Full Atk +3 melee (1d4+1/19-20, soulknife) or +6 ranged
(1d3+1, sling); SA mind blade; SQ low-light vision; AL LG; SV Fort +2, Ref +7,
Will +4; Str 12, Dex 18, Con 12, Int 14, Wis 12, Cha 10.
Skills: Autohypnosis
+3, Concentration +5, Hide +12, Knowledge (psionics) +4, Listen +3, Move
Silently +10, Tumble +8
Feats: Psionic
Weapon
Languages: Common,
Halfling, Chondathan, Goblin, Illuskan
Possessions: Traveler's
outfit, leather armor, daggers (2), sling, 52gp
Male Human Wizard
6’0” tall, 180 lb,
Brown Hair and Brown Eyes
Former Member of
the Heroes. Joined them on 19 Eleasis 1372 DR. He completed
one quest with them then before moving on to Orlbar and Llorkh to work against
the evil religions that ruled the Zhentarim in those cities.
Faed is a
calculating opportunist who whiches to see the glory of Zhentil Keep restored
and the wasteful evil religions deposed.
Player: Mason Mines
Faed, Male
Human Wizard 1; CR 1; Medium Humanoid (human); HD 1d4+2+3; hp 9; Init
+3; Spd 30 ft.; AC 15, touch 15, flat-footed 11; Base Atk +0; Grp +3; Atk/Full
Atk +4 melee (1d4+2/19-20, mw silver dagger) or +3 ranged (1d10, heavy crossbow);
AL N; SV Fort +3, Ref +4, Will +2; Str 16, Dex 16, Con 14, Int 14, Wis 8, Cha 8.
Skills: Decipher
Script +3, Diplomacy +0, Knowledge (arcana) +3, Knowledge (dungeoneering) +3,
Knowledge (nobility) +6, Knowledge (religion) +3, Ride +4, Spellcraft +6, Spot
+0, Tumble +4
Feats: Luck of
Heroes, Dodge, Scribe Scroll
Languages: Common, Chondathan,
Orcish, Goblin, Tethyrian
Possessions: Courtier’s
outfit, mw silver dagger, heavy crossbow, spellbook, 15gp.
Forest King
A supposed ally of the Hark discovered mentioned in writing scribbled
on the walls of the Goblin River Caves by Hekkut.
Male Human Wizard/Arcane
Devotee of Cyric
Lord Mayor of Llorkh
Gralhund Family of Waterdeep
A noble clan that specializes in the trade
of mercenaries and weapons. Owners of a caravan
traveling to Orlbar to fulfill a Zhent contract.
Caravan Master is Irut Gralhund. Family patriarch is the Hund. The Hund and
Thelbrimm adventured together in their youth.
Green King
Mentioned in a letter from
the Hark to his shape-shifting
minion in Loudwater as an ally.
Champion of Mielikki. Chosen in Loudwater. The current Green Regent is the orc Otar.
Gauntlet of the Eastern Marches
A stern old warhorse of a
man. A bald, grizzled veteran
of many battles with goblins, Zhents, giants, and worse. Easily recognizable by the jagged scar traveling away from the
right corner of his lip, and down his neck. He tries to cover it with
his beard, but the scar is just too pronounced. He got the scar either from
High Lord Kalahar Twohands or the champion of Llorkh Mayor Geildarr
Ithym, depending on the story.
Thelbrim has a no-nonsense attitude and a
commanding presence. He doesn’t ask, he commands.
His headquarters is Eastenhall in Loudwater.
Hark, The
Old wererat bandit lord
that terrorizes the trade corridor between Loudwater and Secomber. Evidence indicates he has forged an alliance with the Illithids as well
as the Forest
King and/or Green King. Used Hekkut
to attempt to destroy trade
between Loudwater and Shinging Falls. Sent his minions and
allied Illithids to kidnap High Lord Kalahar Twohands’ son in an attempt to capture the High Lord himself. Had a demonic shapeshifting wolf attempt to start a war between the
people of Loudwater
and the Orcs of the High Forest.
A hobgoblin wererat brood-servant of the Hark. Slain by the Heroes in his lair in the Goblin
River Caves.
Tracker from Orlbar. Helm is a friendly sort although he looks
and smells of the wild. He is happy to buy prospective customers drinks (a local watery ale is his drink of choice). He know the Grey Highlands well.
Hendris Teinel
Patron of the Scarlet Shield in Loudwater. Has promised any adventurer that brings back a souvenir from the Fools Finger—a piece of the
magical rock no smaller than his own big toe (which is rather large as far as
big toes go)—gets free dinners nightly.
A brave group of adventurers often called
apon by the people of Loudwater
Current
Members
Alera
Rant
Darmon
Knotford
Khoen
Killeon
Krellon
Lineon
Fairfax
Myranda
Former
Members
Faed
Ressik
Stormcloud of Silverymoon
Szorn
the Red
Teal
Phier
Tobin
Maythius
Xoa Li Chen
Wizard/Cleric of Bane
Mentioned by the Black Moon orcs as the leader of the Banites at Jergal’s Cairn. He was away when the party raided the
cairn.
Iirikos Stonesholders
Dwarven
mason. Credited with much of the architecture of Loudwater.
Caravan Master for Gralhund family of Waterdeep. Minor Nephew of the Hund.
Female Elven
Bladesinger
Gauntlet of the Western Marches
Scion of the Green Regent
Isyan is a
surprisingly young looking woman. She is dedicated, surprisingly direct with
her speech, and does not suffer fools. Though a moon elf, she can be as haughty
as a sun elf. her long dark hair is tied in the back with cords of fine silver,
and she wears a suit of elven chain that is so finely wrought that it hangs
more like an evening gown than armor, showing off her athletic, but still very
womanly, form.
Isyan was selected
as a Scion of the Green Regent at the Sheildmeet
ceremony.
Her headquarters
is the Vine Tower in High Town in Loudwater.
Female Half-Elf
Ranger
Gauntlet of Loudwater
Jaida is
responsible for the defense of the city of Loudwater. She is also head
of the palace guard at the High Lord's Hall.
Jekris the Mad
Dressed in soiled peasants robes, this gaunt, frazzled, and almost toothless
old man mostly babbles inanely, mixed in with the occasional helpful advice. He
has a strange accent. Sometimes called Jekris the Luckturner, or the Happy
Fool, Jekris is more mystic force than person. Some people believe that he is
some sort of strange manifestation of Tymora, while others believe that he is a
spirit of some strange Netherese wizard (explaining his strange accent) that
forever walks the Delimbiyr Crescent.
Male Sun Elf
Fighter-Rogue
Jymnal has a pale
complexion, wheat-colored hair, and deep blue eyes. He wears soft leather
breeches and a loose fitting sky blue tunic. A rapier rests at his hip.
Male Half-Elf
Fighter-Wizard
High Lord of Loudwater
Kalahar
weilds a jade-bladed bastardsword. His leanency toward the Orcs is disliked but his history as a Green Regent holds the respect of most of the people of Loudwater.
Male Strongheart
Halfling Monk
Male, 3'2"
tall, 30 pounds, brown hair, green eyes.
Member
of the Heroes. With them since they formed in the Tenday after
Shieldmeet 1372 DR.
Khoen is Mean!
Player: Rolando Gomez
Khoen, Male Strongheart Halfling, Monk 2; CR 2; Small humanoid (halfling); HD 2d8; hp 13; Init +8; Spd 20 ft.; AC
18, touch 18, flat-footed 14; Base Atk +1; Grp +2; Atk +2 melee (1d4, unarmed)
or +7 ranged (1d2, shuriken); Full Atk +2 melee (1d4, unarmed) or +0/+0 melee
(1d4/1d4, unarmed flurry) or +7 ranged (1d2, shuriken) or +5/+5 ranged (1d2/1d2,
shuriken flurry); SA deflect arrows, evasion, improved grapple; SQ low-light
vision; AL LG; SV Fort +4, Ref +7, Will +7; Str 10, Dex 18, Con 10, Int 10, Wis
16, Cha 12.
Skills: Balance +5, Climb
+3, Craft (musical instruments) +1, Escape Artist +6, Heal +4, Jump +1, Move
Silently +7, Perform (wind) +2, Sleight of Hand +5, Tumble +9
Feats: Improved Initiative, Strong
Soul
Languages: Common, Halfling
Possessions: Traveler's
outfit, amulet of natural armor +1, 5
mw silver shuriken, 216gp
Khoen, Male Strongheart Halfling, Monk 1; CR 1; Small humanoid (halfling); HD 1d8; hp 8; Init +4; Spd 20 ft.; AC
18, touch 18, flat-footed 14; Base Atk +0; Grp +1; Atk +1 melee (1d4, unarmed)
or +6 ranged (1d2, shuriken); Full Atk +1 melee (1d4, unarmed) or -1/-1 melee
(1d4, unarmed flurry) or +6 ranged (1d2, shuriken) or +4/+4 ranged (1d2,
shuriken flurry); SA improved grapple; SQ low-light vision; AL LG; SV Fort +3,
Ref +6, Will +6; Str 10, Dex 18, Con 10, Int 10, Wis 16, Cha 12.
Skills: Balance +5, Climb
+3, Escape Artist +6, Heal +4, Jump +4, Perform (wind)
+2, Sleight of Hand +5, Tumble +8
Feats: Strong Soul
Languages: Common, Halfling
Possessions: Traveler's
outfit
Male Moon Elf Monk
from the Lethyr Forest
5'6" tall,
130 pounds, white hair, gray eyes.
Member
of the Heroes. With them since they formed in the Tenday after
Shieldmeet 1372 DR.
Member
of the Order
of the Jade Blade. Inducted on 1 Eleint 1372 DR.
Krellon doesn't
talk much due to his hard life. It is almost as if he is always trying to prove
something or to shorten how long he dwells in this life or plane of existence.
Krellon was the
first of the Heroes to taste death. He died on the Eleasis 12 1372 DR. He was raised from
the dead by Prior Athosar.
Player: Kirk Ban
Krellon, Male Moon Elf, Mnk3; CR
3; Medium humanoid (elf); HD 3d8+3; hp 21; Init +4; Spd 40 ft.; AC 18, touch
17, flat-footed 13; Base Atk +2; Grp +3; Atk +6 melee (1d6+1, unarmed) or +6
ranged (1d2+1, shuriken); Full Atk +6 melee (1d6+1, unarmed) or +4/+4 melee
(1d6+1/1d6+1, unarmed flurry) or +6 ranged (1d2+1, shuriken) or +4/+4 ranged
(1d2+1/1d2+1, shuriken flurry); SA combat reflexes, evasion, stunning fist; SQ
low-light vision, elf traits, still mind; AL LN; SV Fort +4, Ref +7, Will +5;
Str 12, Dex 18, Con 12, Int 12, Wis 15, Cha 8.
Skills: Balance +12, Climb +7,
Escape Artist +10, Jump +13, Tumble +12.
Feats: Dodge, Weapon Finesse
Languages: Common, Elven,
Draconic
Possessions: Monk's outfit,
shuriken (10), 118gp
Krellon, Male Moon Elf, Mnk1; CR
1; Medium humanoid (elf); HD 1d8+1; hp 9; Init +4; Spd 30 ft.; AC 17, touch 17,
flat-footed 13; Base Atk +0; Grp +1; Atk +1 melee (1d6+1, unarmed) or +4 ranged
(1d2+1, shuriken); Full Atk +1 melee (1d6+1, unarmed) or -1/-1 melee (1d6+1,
unarmed flurry) or +4 ranged (1d2+1, shuriken) or +2/+2 ranged (1d2+1, shuriken
flurry); SA stunning fist; SQ low-light vision, elf traits; AL LN; SV Fort +3,
Ref +6, Will +4; Str 12, Dex 18, Con 12, Int 12, Wis 15, Cha 8.
Skills: Balance +8, Climb
+5, Escape Artist +8, Jump +5, Tumble +8.
Feats: Dodge
Languages: Common, Elven,
Draconic
Possessions: Monk's outfit,
shuriken (10), 118gp
Male Human Rogue
Fighter from Sembia
Member
of the Heroes. Lineon joined them on 1 Eleint 1372 DR.
Member
of the Order
of the Jade Blade. Inducted on 1 Elient 1372 DR.
Lineon is a
merchant from Sembia. He is in the region to determine if a profit can be amade
from the conflict that exists. Lineon currently has no loyalties outside of his
party. Lineon seeks wealth for himself and his organization. Most of his
machinations are geared toward this goal.
Player: Mason Mines
Lineon Fairfax, Male Human Rog1/Ftr1 CR 2; Medium humanoid (human);
HD 1d6+4+1d10+4; hp 20; Init +2; Spd 30 ft.; AC 12, touch 12, flat-footed 10;
Base Atk +1; Grp +3; Atk/Full Atk +3 ranged (1d8+3, +1 mty [+2] comp longbow);
SA find traps, sneak attack +1d6; AL N; SV Fort +6, Ref +2, Will -1; Str 14,
Dex 14, Con 18, Int 12, Wis 8, Cha 8.
Skills: Bluff +4, Diplomacy
+8, Gather Info +3, Jump +9, Sense Motive +4, Tumble +9, Use Magic Device +4.
Feats: Merchantile
Background, Point Blank Shot, Precise Shot
Languages: Chondathan,
Chessentan, Common, Draconic, Giant, Goblin, Orc, Undercommon
Possessions: traveler’s
outfit, +1 mty [+2] comp longbow, bullseye lantern with continual flame gem, 2
Sembian trade notes, 504gp.
Marzut
Marzut was the fifth Rensha lord, and an alienist. The strangest of the
old Rensha lords, Marzut was said to be brilliant, but insane, and deeply cold
and cruel. No one knows how he died. It is said he just faded away into
nothingness.
A
Zhent ranger that was leading a small band of Black Moon orcs in raids against
the Red
Stag orcs. He
was killed on 26 Eleasis 1372 AR by an arrow through the head from the bow of
Alera Rant.
Mishbah
The second Rensha lord of Loudwater spent his life violently repressing the last of the
resistance to his family’s rule. He did so by sheer ruthlessness. Misbah was a
charming buffoon in his youth, but later in life became a crude manipulator of
people and luck. Many think he made a deal with a powerful devil, selling his
soul for better fortune. Whatever good luck he gained in the bargain ran out
one day; he died in a freak riding accident when he was only in his early
thirties.
Nuial Treestrider
Male Half-Elf Bard
Scion of the Green Regent
Nuial is a bard
hailing from Loudwater.
He performs at the many taverns and local venues. He has sandy blond hair and
hazel eyes, and dresses in powder blue tunic and seafoam green hose. A dagger
rests at his belt, and he carries a beautifully crafted lyre. Nuial is a city-lover
and has no interest in pursuing adventure outside of Loudwater. Nuial met with the Heroes on 5 Elient 1372 DR, just before their journey into the High Forest
and saving of the sacred grove.
Otar
Green Regent
Orc
of the High
Forest.
Allied
with the Zhentarim
in Llorkh.
Male Human from
the Western Heartlands
6'0" tall,
190 pounds, brown hair, brown eyes.
Parmenion wields a
greatsword of unsurpassed quality. In fact, he has spent so much on it he
cannot afford better than leather armor. He is in Loudwater to find out as
much about the Green Regent as he can. He
will also offer to buy books from the party.
Red Stag High Forest Orcs
This band of orcs has taken up residence in
the Ruined Tower. Several of their
members were kidnapped and used in experiments by the Zhentarim.
Rensha Lords
Former rulers of Loudwater.
Ressik
Stormcloud of Silverymoon
Male Drow Half-Elf
Bard/Fighter from Silverymoon
Member
of the Heroes. Ressik joined them on 19 Eleasis 1372 DR.
Member
of the Order
of the Jade Blade. Inducted on 1 Eleint 1372 DR.
Ressik is the
quick-witted and sharp-tongued son of two bards from different backgrounds. His human father Cael Stormcloud of the Moonshae Isles and his
mother a drow priestess of Eilistraee. To avoid persacution, Ressik was raised
in mostly in Silverymoon, and began travelling with his father at a young age. To
avoid problems with local authorities, Ressik will not divulge his true
heritage. Instead he will use his knowledge of other lands and fabricate a more
pleasing tale of ancestry or lie outright.
Player: Rick Otey
Ressik, Male Drow Half-Elf Brd1/Ftr1: CR 2; Medium humanoid (elf); HD 1d6+1d10; hp 12; Init +4; Spd 30 ft.;
AC 19, touch 14, flat-footed 14; Base Atk +1; Grp +3; Atk/Full Atk +6 melee
(1d6+2, 18-20, mw rapier), +5 ranged (1d6, x3, 60 ft., shortbow); SA bard music;
AL CG; SV Fort +2, Ref +6, Will +1; Str 14, Dex 18, Con 10, Int 10, Wis 8, Cha 14.
Skills: Bluff +4,
Concentration +1, Decipher Script +1, Disguise +3, Hide +6, Jump +4, Knowledge
(arcana) +1, Knowledge (dungeoneering) +1, Knowledge (geography) +1, Knowledge
(history) +1, Knowledge (Silverymoon) +1, Knowledge (Western Heartlands) +1,
Knowledge (the planes) +1, Move Silently +7, Perform (storyteller) +3, Perform
(longhorn) +3, Sleight of Hand +5, Tumble +7, Use Magic Device +3
Feats: Quickdraw, Weapon
Finesse
Languages: Common, Elven,
Illuskan
Spells Known (2; base DC =
12 + spell level): 0—daze, detect magic,
read magic, minor disguise
Possessions: traveler’s
outfit, amulet of natural armor +1,
mw studded leather armor, mw rapier, shortbow, 12gp.
Ressik, Male Drow Half-Elf Brd1: CR
1; Medium humanoid (elf); HD 1d6; hp 6; Init +4; Spd 30 ft.; AC 17, touch 13,
flat-footed 14; Base Atk +0; Grp +2; Atk/Full Atk +3 melee (1d6+2, 18-20, mw
rapier), +4 ranged (1d6, x3, 60 ft., shortbow); SA bard music; AL CG; SV Fort +2,
Ref +6, Will +1; Str 14, Dex 18, Con 10, Int 10, Wis 8, Cha 14.
Skills: Bluff +4,
Concentration +1, Decipher Script +1, Disguise +3, Hide +6, Jump +2, Knowledge
(arcana) +1, Knowledge (dungeoneering) +1, Knowledge (geography) +1, Knowledge
(history) +1, Knowledge (Silverymoon) +1, Knowledge (Western Heartlands) +1,
Knowledge (the planes) +1, Move Silently +7, Perform (storyteller) +3, Perform
(longhorn) +3, Sleight of Hand +5, Tumble +7, Use Magic Device +3
Feats: Quickdraw
Languages: Common, Elven,
Illuskan
Spells Known (2; base DC =
12 + spell level): 0—daze, detect magic,
read magic, minor disguise
Possessions: traveler’s
outfit, mw studded leather armor, mw rapier, shortbow, 18gp.
Stedd Rein
Male Human Fighter
Leader of the Red
Fellowship
Stedd was the
favorite for Green Regent but was denied
even Scion status. He has formed his own company of mercenaries and adventurers—The
Red Fellowship. He seeks to bring law and order to the city of Loudwater and to increase
its standing in the region.
Female Human
Cleric of Bane
A
blonde, attractive, but cold-eyed woman. Szetril was killed by the Heroes on 27 Eleasis
1372 DR when they found her working on necromatic experiments in Jergal’s Cairn.
Male Human
Barbarian from Sembia
5'10" tall,
165 pounds, black hair, black eyes.
Member of the Heroes. With them since
they formed in the Tenday after Shieldmeet 1372 DR.
Szorn was captured
by Mind Flayers on 17 Eleasis 1372 DR.
Szorn was born
into slavery, by Sembian slave breeder who specialized in producing warrior
slaves. His mother was purchased from a slave trader from Mulharond, but she
did not survive child birth. Szorn, even as a child, proved to be too stubborn
and hot-tempered for any master to keep as a servant, so his master put him in
the arena.
There he quickly
adapted and over the years excelled as a warrior, exhibiting prowess that made
him indespensible. His dual sword fighting style along with a frenzied lust for
battle was very intimidating to other opponents. He had grown accustom to his
life but never accepted it, and on one fateful night his master's rivals had
finally come against him. The palace was stormed by a hundred armed soldiers
who killed any resistance they came across and captured any slaves.
Realizing his one
chance, Szorn gathered a few of the other slaves and together they were able to
escape the slaughter with a bit of treasure and flee into the country side,
where they parted ways. He knew he must get as far from Sembia as possible and
so he made his way west, hiring himself out as a sword-for-hire when he could.
Szorn is not a traditional barbarian, meaning he was not born to a wild clan.
He is barbarian due to his personal disposition and slave upbringing. While not
lawful, Szorn is honorable in that he lives by his on code of morales, which do
not always parallel society's as a whole.
Szorn is calous
and hot-tempered, he wears a closed face helm to conceal his slave tatoo
markings. To those who do not know him, he explains only that he was horribly
burned by wizard's fire. He would readily die rather than become
a slave again and opposes any who traffic slaves such as the Zhentarim.
Player: Rick Otey
Szorn the Red, Male Human, Bbn1: CR 1; Medium humanoid (human); HD 1d12+2; hp 14; Init +2; Spd 40 ft.;
AC 19, touch 12, flat-footed 10; Base Atk +1; Grp +5; Atk +5 melee
(1d8+4/19-20, longsword) or +3 ranged (1d6/x3, shortbow); Full Atk +1 melee
(1d8+4/19-20, longsword) and +1 melee (1d8+2/19-20, longsowrd); SA rage; AL CG;
SV Fort +4, Ref +2, Will -1; Str 18, Dex 15, Con 14, Int 12, Wis 8, Cha 8.
Skills: Handle Animal +0,
Intimidate +3, Jump +4, Knowledge (Delimbyr Crescent) +2, Knowledge (nature)
+2, Listen +1, Ride +1, Spot +1, Survival +3, Tumble +0.
Feats: Twin Sword Style,
Two-Weapon Fighting
Languages: Chondathan,
Common, Dwarven
Possessions: Traveler's
outfit, breastplate, spiked guantlets (2), longswords (2), shortbow
Teal Phier
Moon Elf Ranger
from the High
Forest
Female,
5'6" tall, 130 pounds, silver-blue hair, dark blue eyes.
Member
of the Heroes. With them since they formed in the Tenday after
Shieldmeet 1372 DR.
Teal was captured
by Mind Flayers on 17 Eleasis 1372 DR.
Teal is a pleasant
looking elf with what others call a natural beauty. She has bright dark blue
eyes that seem to pierce you when she's mad and mid-back length, light
silver-blue hair that she keeps neatly stacked on top of her head. At 5 feet 6
inches tall she is tall for an elven woman and was teased for her height when
she was young. Teal Phier is very good-humored for a Ranger. She is known to
use her witty banter on all, even in battle. Her humor takes a snide and
sarcastic edge if she doesn't like you or doesn't like the decision you've
made. However, she is very serious about her nightly prayers and will be sour
if she is forced to skip them. Teal can be very loyal to those she considers
friends, but does not give her true friendship to just anyone.
Teal was born and
raised in a prominent High
Forest elven family of 3 brothers. In a struggle to
compete with her skilled brothers she was known as a "tom boy", much
to her fathers chagrin. In spite of her father's disapproval
of her unfeminine pursuits. Teal continued to learn and refine her
skills from her brothers. At 85 years she could take her father's disapproval
no longer and left her family to train with the Gray Cloak Rangers. Despite her
training with the Gray Cloak Rangers she continued worshiping the Goddess
Mielikki and is to this day overly attached to a golden unicorn necklace that
was given to her by the leader of the ranger band, Respen Moonmist, which was
many years later killed in a great battle against an undead uprising. Teal
found a family and kinship she had never known with the Gray Cloak Rangers, but
after the death of Respen she grew weary of their "cloak and dagger"
life-style and left the team of rangers to adventure on her own, but she still
wears the gray cloak and cloak broach of the band of rangers.
Teal has traveled
to Loadwater because of Miekikki and to watch the festival, but did not think
herself worthy to drink from the chalice. However, since an orc has become Green Regent she suspects foul
play and has decided to investigate.
Player: Dawn Christy
Female Elven Bard
Daughter
of Talanthe Truesilver.
Thelbrimm’s Nine
A
patrol that protects Loudwater’s eastern environs.
Treant of the High Forest
A massive pine, the tree possesses a face, as well as branches and roots
that serve as arms and legs. Thornbiar owes the Heroes a debt of gratitude for
their saving the sacred grove from the dark elves. He has given them an acorn
which he will use to communicate with them in the future.
Male Half-Elf Cleric Druid from the High
Forest
5'10" tall, 128 pounds, green eyes, blonde hair
Member of the Heroes. Joined
them on 19 Eleasis 1372 DR.
Member of the Order
of the Jade Blade. Inducted on 1 Eleint 1372
DR.
Tobin is a Half-Elven Cleric Druid from the High Forest.
Player: Darren Martin
Tobin Maythius, Male
Half-Elf Clr2/Drd1: CR 3; Medium humanoid (elf); HD 3d8; hp 18; Init +2; Spd 30 ft.; AC 15,
touch 12, flat-footed 12; Base Atk +1; Grp +2; Atk/Full Atk +3 melee (1d10+2/x3,
+1 maul) or +3 ranged (1d8/19-20,
light crossbow); SA nature sense, animal companion, turn undead; AL N; SV Fort
+5, Ref +2, Will +8; Str 12, Dex 14, Con 10, Int 12, Wis 16, Cha 14.
Skills:
Diplomacy +10, Handle Animal +7, Heal +5, Knowledge (nature) +5, Knowledge
(religion) +6.
Feats:
Martial Weapon Prof. (maul), Improved Turning.
Languages:
Common, Elven, Celestial, Druidic
Spells
Prepared (Cleric) (4/3+1; base DC 13 + spell level)
Spells
Prepared (Druid) (3/2; base DC 13 + spell level)
Possessions:
Traveler's outfit, leather armor, amulet
of natural armor +1, +1 maul,
light crossbow, 646gp.
Tobin Maythius, Male
Half-Elf Clr1: CR 1; Medium humanoid (elf); HD 1d8; hp 8; Init +2; Spd 30 ft.; AC 14,
touch 12, flat-footed 12; Base Atk +0; Grp +1; Atk/Full Atk +1 melee (1d10+1/x3,
maul) or +2 ranged (1d8/19-20, light crossbow); SA turn undead; AL N; SV Fort +2,
Ref +2, Will +5; Str 12, Dex 14, Con 10, Int 12, Wis 16, Cha 14.
Skills:
Diplomacy +8, Heal +5, Knowledge (nature) +3, Knowledge (religion) +5.
Feats:
Martial Weapon Prof. (maul).
Languages:
Common, Elven, Celestial.
Spells
Prepared (Cleric) (3/2+1; base DC 13 + spell level)
Possessions:
Traveler's outfit, leather armor, maul, light crossbow, 439gp.
Velvred Twohands
High Lord’s son. Born in 1367 DR. Kidnapped by the forces of
the Hark and rescued by the Heroes from the Rensha tombs.
Satyr of the High
Forest
A strange creature indeed. It has the torso and arms of a man and a
pair of large horns protruding from his forehead. His goat-like legs are
covered in reddish-brown fur and end in cloven hooves. Rescued
from wortlings by Heroes.
Organization of
traders based at Zhentil Keep. They currently hold power in Llorkh and seek to extend their
control westward. They have made alliances with the Orcs
of the Greypeak Mountains.
PLACES
Named after the two items on its menu it's famous for, this
building in one of the largest and tallest in Shining Falls. It not only caters
to most of the population of Shining Falls,
it is the last stop for explorers and trappers heading to points north. The food
is fantastic, but tad single-minded, as rabbit is the main meat of choice for
most of the village's halflings. The Ale and Rabbit is Shining
Falls's only inn. It also sports a
number of baths. Renting a bath costs 5 sp. Baths come free with an overnight
stay within a private room (which is a little expensive at 3 gp), or at the
standard price with a stay in the large common room (5 sp).
A large shrine in Loudwater open to the devout of all faiths (with a few
exceptions, like Bane, Cyric, and Malar). Visiting clerics and pilgrims can
sleep here, but for no longer than a tenday.
Delimbiyr River
Also called the River
Shining. The dividing line between
the North and the Western Heartlands. Flows through
the city of Loudwater.
Eastenhall
Headquarters of the Gauntlet of the Eastern Marches in Loudwater. Currently Harazos Thelbrimm. (lgr1 21).
Fools Finger
A
great crumbling obelisk of unknown origin. On the north face of the Greypeak Mountains. Young Red Dragon has been spotted in the vicinity.
Goblin
River
Caves
Located in the Tanglefork Woods on the edge of an unnamed tributary of the Heart Blood River. Lair of Hekkut the Molted—a wererat lieutenant of the Hark. Contains an entrance to the Underdark. Thelbrimm’s Nine sent to seal it after it was reported to Stedd Rein by the Heroes.
Granite
Tower
The
oldest structure of Shining Falls, this fortress is either
ornately beautiful or a gaudy eyesore, depending on the tastes of the beholder.
A single tower standing in the center of a cramped walled courtyard (the wall
was not built by the tower's architect, it was a later add-on) and a moat of
clear and fresh water (of which no one knows the source),
it has always served as the home of the ruler of Shining Falls. Current inhabitants include
Gauntlet Deogol Fengrath, his family, and personal guard (who tend to be family
or constructs). Deogol rules Shining Falls with a light hand, preferring
to practice his crafts and magic from the seclusion of the tower. He leaves
most of his political duties to Sheriff Vendal Viccstray, who can be found in
the town armory, a small squat tower on the south courtyard wall.
Grey
Highlands
A range of windswept rocky hills between the rivers Delimbyr and
Loagrann.
This
sacred grove is the center of worship for the village of Shining Falls. It is no more than a verdant
clearing in the large woods, with a nearby cottage that houses Kellinda and her
two young acolytes. The clerics can provide healing (up to 4 cure light wounds
only, cast by the acolytes, healing 1d8+1 hp) for a donation of 10 gp per spell
cast
High Forest
The High Forest is a holdover from the early days of the
world, when elves, giants, and dragons ruled a continent covered in green. The
forest is home to all the woodlands races, including aarakocras, centaurs,
drow, gnolls, gnomes, hybsils, moon elves, pixies, satyrs, treants, and wild
elves. Druids say that the forest is under the protection fot eh deities Eldath
and Mielikki.
The depths of the High Forest are dangerous, mysterious, and somehow fey
or strange—holding not just the evils of dark magic and lurking eyes and strange
weather, but “good” mysteries too.
A walled manor at the center of Loudwater, High Lord's Hall was built during the
Rensha Rule. Its architecture is a strange mix of southern and elven
influences. It is rumored that crypts under the hall are haunted with the
restless spirits of old Rensha rulers.
A popular market in Loudwater’s High Town.
Three temples devoted to Lathander in Loudwater. One stands on the east side of town,
another at the west, and one sits atop Loudwater Crag in High Town, not far from High
Lord's Hall.
A Theyan enclave and
market of magic items in the city of Loudwater. It was Established during the Rensha Rule
through a treaty that gave one of those rulers a Thayan wife. Nanathlar
Greysword had the opportunity to abolish the treaty but declined, believing
that the trade goods offered from the treaty outweighed any threat from far off
Thay. The one condition was that no Red Wizard within Loudwater could own a slave. The current master of
the enclave is Beyvan Keth.
A half-day’s journey to
the east of the River
Loagrann in the Gray Highlands. This place was used by the Wizard/Cleric Hevergath as a laboratory for performing vile necromatic experiments. The Heroes raided and ransacked the place on 27 Eleasis 1372 DR.
Large
Town
Population:
3,051
Authority
Figures: Lord Mayor Geildarr Ithym (male human wizard/arcane devotee of Cyric)
Description:
Situated at the west end of the Black Road across Anauroch, Llorkh is a
major caravan stop for the Zhents. In addition to the Zhent soldiery, the Lord
Mayor Geildarr commands an army of three hundred purple-cloaked Lord's Men who
protect the city against orcs, adventurers, and townspeople who do not
appreciate the overt rule of the Zhents.
Loagrann
River
Tributary of the Delymbiyr River. Flows between Orlbar and the Gray Highlands.
Loudwater
Small City
Population: 8,100 (3,000 human, 1,600
half-elf, 1,400 elf, 800 halfling, 570 gnome, 400 dwarf, plus others)
Authority Figures: High Lord Kalahar
Twohands (male half-elf Fighter-Wizard), Gauntlet Harazos Thelbrimm (Male Human Fighter), and Gauntlet Jaida Zerezeal (Female Half-Elf
Ranger).
Description: Loudwater is a picturesque city
where no two vine-covered buildings look the same. The Delimbiyr
River cuts the town in half. To its north is what the locals call High Town, or sometimes Elf Town. Sitting
above the river atop craggy highlands, High Town is a
winding, organic jumble of merchant shops, quieter taverns, some guild halls,
and at its farther north end is the home of the elven houses. The most
prominent feature of High Town is High
Lord's Hall, which stands above the falls that gave this town its name.
The south side of the city is Low Town. Low Town is the
more human side of the town, while far more green and clean than most cities,
the elves call it something that roughly translates to "ugly town"—at
least that's the nice translation. Low Town is home to
warehouses, coster headquarters, rowdy taverns, merchants, and workshops.
Natives of Loudwater are considered to have
“The North” as their home region. Knowledge (local-The North) is used to
determine a character’s local knowledge.
Important Locales within the City include:
High Lord's Hall
High Moon Market
Ivy Enclave
Red Boar Inn
Merry Mer-She
Scarlet Shield
All Faith's Altar
Houses of Morning
Velti'Enorethal
At
night, this place is a tumult of loud music and frequent fights. It is not a
place to relax or hold a conversation, but rather a place requested by
adventurers with too much coin to spend, and not enough "adventure"
out of them. The beer is watery, and the stronger stuff is potent.
This squat and long building featuring a
placard depicting its owner's smiling face is the only general merchandise
store in Shining
Falls, it's owned
by Blaz Merrymar, and it is run by his family. His wife, Rinyon, actually runs
the day-to-day business of the store along with her and Blaz's two daugeters,
as Blaz gathers items to sell and (more often than not) investigates various
get-rich-quick schemes. Currently he is obsessed with helping Gauntlet Fengrath
find the dwarven complex that's rumored to lie in the caves behind the falls,
an endeavor that Rinyon finds asinine at best. The Merrymar's have exclusive
deals with all the craftmen in the town, that he and he only can sell
merchandise to out-siders. It is an arrangement that works out nicely for all
parities, as Merrymar is a keen judge of character, and has a knack for making
sure that folks pay honest prices for goods ("you wouldn't be trying to
swindle someone half your size would you?") and takes only a reasonable
commission from his kin folk.
Village
Population: 812
Authority Figures: Lord Felishar Ivarzin
Description: Orlbar stands on the north bank
of the confluence of the Loagrann and Greyflow
Rivers.
A town of only 800 or so souls, it has little to offer except for food,
shelter, and a single tavern (The Unblinking Eye).
There is no inn in town, and the Unblinking Eye
takes no boarders. Travelers can find lodging only on the straw-covered floor
of a drafty warehouse-like shrine shared by all faiths except for Bane, who has
a temple in town.
The place has been under Zhentarim rule for
the last five years, and that rule has taken an obvious toll on its populace.
Always a sleepy and backward community, the folks of Orlbar
are now more wary of outsiders then they have ever been in the past.
Just prior to the stating of the Oath of Orlbar,
a Loudwater-supported
uprising was put down in the village by the ruthless Zhentarim with the help of
Deldron Rein's traitorous daughter. The Zhents now control trade in the town
rigidly, and anyone who attempts to make unauthorized business deals is
imprisoned or disappeared. Worse yet, informants to such outside-of-the-law
dealings are handsomely rewarded, making the folks of Orlbar paranoid not only
of outsiders, but also of one another.
Red Boar Inn
Owned but not operated by Deldron Rein, this
inn is a popular meeting place for the human merchants and costermasters of Loudwater, and those who wish to be hired by them. In the inn's common room there
is a large pillar used by the human community to communicate events and ideas.
The pillar was made from the remains of a giant oak that the Rein forefathers
fell to build the inn, an event still infamous to the elves.
Rensha
Tombs
Crypts under the High
Lord’s Hall where the former Rensha rulers are buried. Below the Rensha tombs are the Undercaverns.
The Ruined
Tower
A ruined tower sitting on
a strange twisted cliff, less than 15 miles from the River Loagrann. A group of Red
Stag High Forest orcs has taken up residence in it.
This dirty little tavern in Low Town of Loudwater has poor furnishings, and a lazy staff, but
for some reason it is very popular with a number of adventurers and warriors
that serve under the gauntlets. Owned by Hendris Teinel.
Small Town
Population:
1,417
Description:
Sitting along the Unicorn Run just north of the High Moor, Secomber is either
the northernmost settlement of the Western Heartlands or the first village of
the North, depending on who draws the map. Those who vote for the Western
Heartlands point to the town's peacefulness, its thriving families of
fisherfolk and farmers, its colorful gardens, and its hopitality to passing
caravans. Those who think of it as part of the North point to the town's
sizable community of adventurers and guides who have at least passing
familiarity with the High
Forest to the north.
The
city welcomes travelers, particularly adventurers who use the city as a base
for forays into the High Moor or the High
Forest. Not coincidentally, such
adventurers are called on to help out when gargoyles and worse creatures are
unearthed from the area's long-dead kingdom of Athlantar, the Kingdom of the Stag.
Shining Falls
Village
Population:
578 (540 halfling, 38 human)
Authority
Figures: Gauntlet Deogol Fengrath (human male wizard) and Sheriff Vendal
Viccstray (male stoutheart halfling warrior)
Description:
The village of Shining Falls has two predominate
features. Directly in the center of the community stands a soaring (about 90
feet tall, with some 8 stories), octagonal tower constructed of granite. The
aptly named Granite Tower is decorated with ornate
gargoyles, both of the absurd and grotesque varieties, much in the style of the
creaturs that decorate Loudwater's bridge. The other feature is
the falls that give the town its name. Standing almost 120 feet high, the Shining Falls are nothing short of stunning.
The
town roads are primarily concentric circles connected by sporadic spoke-roads
jutting out from the Granite Tower, the town's center. Most of the
buildings are the stout one-story ramblers favored by northern stoutheart
halflings, intermixed with some larger barns, grain silos, and even the
intermittent elven tree houses left here by the village's former inhabitants,
which some adventurous stouthearts have put to good use.
Like Loudwater, the village is lush. Copses of
birch, oaks, ash, and even some blueleafs dot the place. All dwarfed by a
larger group of woods on the Northwestern edge of town that houses a holy
grove: the Hearthcircle of Yondalla.
Important
Locales within the City
Granite Tower
The Ale and Rabbit
Merrymar's Merchandise
Hearthcircle of Yondalla
Star Mounts
Soaring mountains at the heart of the High Forest.
Tanglefork Woods
Campsite
A campsite halfway
between Loudwater and Shining Falls
typically used by folks traveling between the two settlements.
A
stand of woodland just south of the High Forest and West of the Heart Blood River. The Goblin
River Caves are located in this wood.
The Thicket
Home of the Malarites, many of them
lycanthropes. Rumored to exist somewhere deep in the High Forest.
The only tavern in Orlbar.
Undercaverns
Caverns below the Rensha tombs.
Located
in Loudwater in High Town. Not really a temple (even though it is
devoted to the path of Labelas Enoreth) or a school of the arcane arts, this
place is more like a school of philosophy, where the sons and daughters of
elven nobles, or the friends of elven nobles are saturated in elven traditions,
magic, religion, and history through years of patient study and practice.
OTHER
Issued in response to murders of two orcs in the city of Loudwater. It makes the
visiting orcs who obey the laws of the city protected persons, with rights
comparable to citizens.
Elven
Wards
Ancient
elven wards guard the city of Loudwater
and protect its High Lord from overthrow and murder. Just how is unknown, but the fact is no High Lord (not even any of
the Rensha lords) were ever murdered or overthrown within the city’s boundaries.
Oath of Orlbar
A
treaty between Loudwater and Llorkh splitting the region into two spheres of
influence. Loudwater
controls the area to the west of Orlbar and the River Loagrann, while Llorkh controls the area to the east. The overall agreement is
that each side will not interfere with or invade the other side. The treaty has
many details and sub-agreements. One of them is that any insurgence from
outside powers must be dealt with by the power on the side of the temporal
divide where the insurgence originated.
“Let it be known
that hero name has performed a distinguished service for
High Lord of Loudwater
Kalahar
Twohands by rescuing his beloved son. This person is now a member of
the Order of the Jade Blade, a distinguished fellowship of the high lord’s
personal champions.” As a member of this order, this person is entitled to the
following:
·
purchase
of a potion of cure light wounds after every adventure for 50gp
·
one
time purchase or upgrade of a weapon to +1 for a cost of 1000gp or purchase or
upgrade of a piece of armor to +1 for a cost of 500gp
·
one
time sponsered raise dead spell, the
cost of the material component covered by the High Lord (person still
responsible for the cleric’s fee)
These boons are freely given for as long as the personage continues to
work for the benefit of the City of Grottos, but may be
revoked if this person ever performs actions contrary to the sovereignty and
well being of Loudwater.
Thornbriar
has given the Heroes a special acorn etched with strange runes. Though he didn’t
explain how, he said he would communicate to them by way of the acorn when he
found out why the orcs left the High Forest. Until then, he just asks that they keep it safe