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Febrien
Co-DM
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Posts : 35
Join date : 2009-09-21
Age : 33

Character sheet
Level: 30
XP to Next Level:
1000000/1000000  (1000000/1000000)
Hit Points:
223/223  (223/223)

PostSubject: Campaign Timeline   Sun Nov 29, 2009 7:56 pm

Campaign Timeline


Player Cast

Chelsea: Shadow - Human Warden (Session One to Present)
Dave: Azrael - Eladrin Assassin / Dragon Avenger (Session One), Danus - Human Rogue (Session Two to Present)
Levi: Markus - Goliath Warlord (Session One to Present)
Robert: Dragonar - Warforged Dragoon (Session One to Present)
Tim: Cecil - Human Ranger (Session One to Present)
Viktor: Nermal - Bugbear Fighter (Session One to Present)

Other Cast
Celestial Hound: A large hunting hound that appears to Cecil near Sorin Village (Sessions One and Two)
Ghuda Bule: Caravan Master (Session One)
Strange Old Man: Strange being who appears at the sea cliffs (Session Two)
Unnamed Man: Mountain man camped near Sorin Village (Session Two)


Current Events

Over five thousand years have passed since the end of the Great War and the turning of the Draconic Horde. Aside from a few minor civil wars, relative peace has reigned throughout Elaria since the defeat of the evil Dragon Goddess, Tiamat. Until now.

Shortly before we begin, the king of Westenra was slain without apparent reason or provocation. Westenran officials claim that an elf was the culprit, and are now holding one in custody. In response to these accusations, Loriel and Heva have sealed their borders against all who are not of elven descent, and the elven race as a whole refuses to offer any comment or insight on the matter. Convinced of the elves' treachery, the Westenrans have gathered nearly all of their considerable military forces and are marching northward, leaving only skeleton crews to defend their turbulent western and southern borders. Only two routes offer access to the elven realms, however: either sailing north through Cassandra's Sea, followed by a march across Frontia to approach Vilnis from the east, or forging Khalm Gorge, which offers access to Vilnis' southern border.

The Frontians, a people of agriculture and the arts, refuse to allow the Westenrans to invade their land and destroy their livelihood, however, leaving only the southern assault as an option. Unfortunately for the invading army, Khalm Gorge contains only one crossing, which is guarded by the Westenrans' Fort Firion to the south, and the Vilnian Fort Khalm to the north. With only this treacherous point of entry available, the Westenran military has gathered at Fort Firion and locked it down, allowing no one to exit or enter Vilnian territory. Here, they bide their time, waiting for the opportune moment to strike...


Last edited by Febrien on Sun Jan 03, 2010 5:04 pm; edited 9 times in total
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Febrien
Co-DM
avatar

Posts : 35
Join date : 2009-09-21
Age : 33

Character sheet
Level: 30
XP to Next Level:
1000000/1000000  (1000000/1000000)
Hit Points:
223/223  (223/223)

PostSubject: Re: Campaign Timeline   Sun Nov 29, 2009 8:39 pm


Session One, November 22, 2009

Markus, Dragonar, Cecil, and Nermal are all hired on as caravan guards in Valencia, Vilnis, while Azrael departs from Strata, Frontia. All are headed south to Westenra.

Azrael: Hired to assassinate Westenran politicians
Markus: Traveling to find renowned weaponsmith at the fort
Dragonar: Searching for information
Cecil: Guarding caravan supplying the fort
Nermal: Following Cecil

They travel south to Tomlin Village, all but Azrael traveling with the caravan. The assassin instead takes a barge down the river Kasteel. Azrael infiltrates caravan while staying overnight in Tomlin. The caravan continues south to Fort Khalm, but are waylaid by bandits shortly into their journey. The bandits demand that the last wagon be turned over to them, but Ghuda refuses. The highwaymen are dispatched with little trouble, but the caravan does lose a guard and a driver. Azrael is quick to disguise himself and take the driver's place while everyone's attention is diverted. Markus discovers that one of the dead thieves is wearing a Westenran military uniform and lifts a jeweled dagger off his corpse. Nermal manages to capture the bandit leader alive, but the ensuing interrogation proves fruitless, and so he is quickly dispatched.

The rest of their journey proves uneventful, and after a fortnight the caravan reaches Fort Khalm, where they are stopped and told that no one is allowed through at this time. Azrael reveals his presence, and Ghuda allows the eladrin to travel with them. Cecil tells the caravan master that there’s another way across, but that they’ll have to enter the Forest of Shadows to get to it. The caravan master refuses, and so the group sets out for the crossing on their own (but not before Azrael manages to relieve Ghuda of an etched ruby ring).

The party is beset by a feeling of terror as they enter, and throughout their journey they are plagued by strange noises, items being moved when no one is around, and terrible dreams of haunts and specters. Partway through their journey, the party wakes to a great magical wave, and a red dragon is found standing in the remains of Azrael’s tent. The group stands down when it becomes apparent that the dragon can’t remember his identity or his location, and the fact that he’s molting into a gold dragon helps his case tremendously, although the eladrin assassin can’t be found.

Cecil does discover a watcher, though, and invites Shadow to join them in camp. The human explains that she has been following them to make sure that none strayed too far into the forest and the dangers therein. She tells the group that she didn’t see Azrael leave or the dragon enter, but the dragon insists that he must have left sometime during the night. Cecil and Markus collect several of the dragon’s old red scales before continuing their rest. After that night, Shadow travels openly with the group, and they reach their destination without further incident. As they approach Khalm Gorge, they find a rickety smuggler’s bridge, and all make it across successfully.

Once inside Westenra’s borders, they make for Sorin Village, the northeastern-most settlement there. Shadow disappears two hours from the village, and as the group nears the settlement, a giant hunting hound appears and begins following Cecil around. The party spends the day at the bazaar, selling items and having them appraised. The dragon finds that the etched ruby ring signifies the rank of General in the Westenran military and, having no use for it himself, promptly sells it. Markus sells the jeweled dagger, which also turns out to signify Westenran military rank, and one of the red dragon scales. Seeing this, the dragon tries to sell some of his gold scales, but has no luck.

The group makes camp a little way into the forest for the night, and before going to sleep, Cecil decides that the giant hound has been sent by the One to aid him in his trials. The hound then reveals that she can talk, and the ranger attributes it to the fact that she must be a celestial beast. The next day, the adventurer’s once again visit the bazaar, but Cecil makes the mistake of revealing that he worships the Indran god and gets them all thrown out. Meanwhile, the dragon takes on an eladrin form once more and attempts to pick the pocket of a wealthy villager. The villager catches him, however, and brings the entire population down on him and his companions.

The group battles valiantly against scores of smugglers and guards, and several lives are almost lost. Azrael turns back into a dragon, and as he lies close to death, Dragonar climbs onto his back, knowing that the mystical bond between dragon and Dragoon can save him. The dragon regains consciousness, but is outraged at Dragonar’s audacity. He lashes out, trying to kill the hapless warforged, and then leaves the party to the swarms of enemies. The rest of the adventurers manage a narrow escape, but as the dragon flies away, he vows that he will have retribution against Dragonar someday.
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