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The World Tree/Act 1
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== Scene I (200)== When the players are ready to begin, read the following: '''''The Thal''', a city where dwarven architecture and masonry meet elven customs and government. As you enter the city, you notice the marble and basalt walls are topped with hammered bronze as the sunlight is reflected across their weather worn tops. The city is bustling, with merchants and artisans lining the streets, pulling anyone into their work space to sample or view their products. Many stout men, elves, and dwarves are carrying crates full of produce and equipment, loading them onto the backs of horse carts to be taken to ports all over the western border. Many citizens are passing through the streets, giving hearty welcomes and greetings to those they meet as children weave between the crowd playing some sort of game. The one thing that rakes across your mind as you witness the scene is how happy these people are.'' [[Image:Thal Council Room.jpg|left|300px|The Thal Council]]''All except one, that is. As you follow the directions on your letter, you find Orland standing under the bell tower, pacing endlessly. Occasionally, he stops to look at the bell tower every few minutes and, with a sigh, continues to pace. As you approach him, his eyebrows furrow. "Your late," he exclaims. "We need to hurry, we can't risk us being seen out here."'' Orland will dismiss any excuse or any who do not wish to enter as a traveling guard, and taking willing players to the top, where the council is meeting. ''As Orland walks up the spiral wooden stairs, you notice the stone work of this tower is of crude masonry with a marble shell. It seems as if this tower was rebuilt by dwarves, making this bell tower incredibly sturdy. The smell of must fills your nose as the old wood creaks beneath your feet. Hopefully the wood does not break beneath you!'' ''After several moments, you are led to a platform of the same wood material with a single cringing door. You can hear clicking and grinding of the clock gears behind the door as he places a key within. His hand traces the outline of a star and the door clicks open to a large room. Warm sunlight streams in (regardless of the time of day) and the smell of lavender fills the air. Upon passing through the doorway, the sound of metal and gears fade into the the sound of wind through trees. There are two elves murmuring to one another at the round oak table in the center and do not look up as you enter. Orland closes the door and motions you to chairs opposite them, exactly enough to each member who passed through the doors. Orland sheds his cloak to reveal formal clothes as he sets his cloak next to a small display stand next to the windows and takes a seat between these two elves and mutters to them as well. After a second, Orland stands and addresses you with an authoritative air.'' Within this room are several slitted windows that lead to what appears to be a forest or meadow. Should a player look outside, they would see that miles and miles of trees, rivers, grasslands, and lakes lay before them, with the outside shell of the tower being nestled in the crook of a giant tree. A successful arcana check (DC 10) would find that this is a demiplane fitted to serve as a meeting room. The room itself has a round table and chairs equal to the party members and council. Should a character come through the doors and request admittance, a chair fades into an empty space at the table. A successful sleight of hand check (DC 15) can lift the key from Orland, however he will need it to close the door behind them. The display holds the compass for their adventure, appearing to be gold with a dragons head forged into the needle. Orland will welcome the party, with [[The_World_Tree/Larenlothrin_A'maelamin|Larenlothrin A'maelamin]] explaining the World Tree, importance, and patrons, [[The World Tree/Aeraland_Elearo|Aeraland Elearo]] describing the cannibals, quest specifics, and known locations, and Orland explaining who Magnus is, the compass, and the time of chaos. The order the information is given is not important and can be given through dialogue between characters. Below are their individual responses or information they give. ===[[The World Tree/Orland Earcoro|Orland]]=== '''Welcome''' #''It is time to bring this meeting into session. I am [[The World Tree/Orland Earcoro|Orland Earcoro]], head of the [[The World Tree/Thal Council|Thal Council]]. We have sent for your appearance on a matter of urgency, so with respect, I will skip the courtesies of formal introductions. #''You have been chosen due to your innate talents and skills to defend '''[[The World Tree/Ethir|Ethir]]''' from a terrible force that seeks to destroy it'' (if asked how they were chose, '''[[The World Tree/Ra-Orn|Ra-Orn]]''' visited them in a dream with a list of names). #''We seek to stop this terrible force before it has the ability to do so, but we are left with little choices. Our list of those we can trust has grown thin, with characters and organizations shifting allegiances daily, we are left no choice but to bring in neutral players of our own to fight back'' (if directly questioned, the [[The World Tree/Thal Council|Thal Council]] believes [[The World Tree/Magnus|Magnus]] has infiltrated many cities, including '''[[The World Tree/Thal|Thal]]'''. Please note that this is not true, only used to set the characters on edge). #''With your help, we will finally be able to have a foothold in this hidden war. You will be the sword that slays this evil, as we are merely the scabbard to your endeavor. We will assist you in anyway necessary for you to succeed in your cause'' (if questioned about other adventurers, several have tried to find the tree, with none surviving the '''[[The World Tree/Danarus Pass|Danarus Pass]]'''. They are not sure why.) #''Before you decide, you should know what is at stake and what our plan is.'' (This can serve as a transition to another member.) '''[[The World Tree/Magnus|Magnus]]''' #''Little is known of the true history of [[The World Tree/Magnus|Magnus]]. According to legend, [[The World Tree/Magnus|Magnus]] is a powerful necromancer who sold his conscience and being to '''[[The World Tree/Gagaur|Gagaur]]''' in exchange for the power to bring death to those around him.'' #''[[The World Tree/Magnus|Magnus]] had an incredible amount of resources, enough to arm and forge an army of countless number.'' #''He has but one purpose, to destroy the [[The World Tree/Ra-Orn|World Tree]] to end life in the name of '''[[The World Tree/Gagaur|Gagaur]]'''. If he has returned, it can only mean '''[[The World Tree/Gagaur|Gagaur]]''' has returned him for his dark purpose.'' #''[[The World Tree/Magnus|Magnus]] is dangerous. It is said that he was able to sweep through the ranks of the Ethirian armies and, with a word, slay over a hundred men. There are also first hand accounts that claim his power caused the sun to eclipse indefinitely until the [[The World Tree/Ashen Warrior|Ashen Warrior]] casting a blessing and prayers to it for four days''(All of this is not true, but merely a myth planted to shy players away from attacking him outright). #''[[The World Tree/Magnus|Magnus]] had several lieutenants, all of which were granted wondrous power. There exact number and names are unknown, but not all were destroyed in the [[The World Tree/Time of Chaos|Time of Chaos]].'' '''[[The World Tree/Time of Chaos|The Time of Chaos]]''' #''Over 500 years ago, the world was in a dark place. Cannibal tribes from the south waged war from the south and necromancers used the fallen as members of their army.'' #''[[The World Tree/Magnus|Magnus]], the figurehead of this onslaught, searched tirelessly for the [[The World Tree/Ra-Orn|World Tree]], laying waste to cities and innocent lives as he passed. The future looked grim for '''[[The World Tree/Ethir|Ethir]]'''.'' #''Then, the [[The World Tree/Ashen Warrior|Ashen Warrior]] met [[The World Tree/Magnus|Magnus]] on the battlefield and slayed him, ending the darkness and allowing light to shine into this world (if asked about what happened to the [[The World Tree/Ashen Warrior|Ashen Warrior]], he will tell them that she died a few days after in battle).'' #''This time almost brought the destruction of '''[[The World Tree/Ethir|Ethir]]'''. The signs of the [[The World Tree/Time of Chaos|Time of Chaos]] are approaching again, forcing our hand into action. We must prevent this from happening again at all costs.'' '''[[The World Tree/The Compass|The Compass]]''' #''This compass is truly the most amazing twist of fate we have ever uncovered. This compass was taken after [[The World Tree/Magnus|Magnus]]' destruction.'' #''For centuries, we have attempted to find '''[[The World Tree/Ra-Orn|Ra-Orn]]'''. Scholars have seeked answers, worshipers have seeked assurance, and, yes, even highway men in hopes of making a profit. All of which have never found the tree, leaving us to try again'' (If questioned, [[The World Tree/Orland Earcoro|Orland]] will explain that the compass returns on the death of the previous owner, returning to the pedastal). #''There is a scholar, named Naomi King, at the [[The World Tree/Tsar Outpost|Tsar Outpost]] who has just unraveled a secret about [[The World Tree/The Compass|the compass]], finding a way to change its function. Perhaps it will answer more questions than myself. The outpost is a day's journey from here'' ===[[The World Tree/Aeraland_Elearo|Aeraland]]=== '''[[The World Tree/Time of Chaos|Cannibals]]''' #''We are not sure of their location, but it appears they are amassing in droves from '''[[The World Tree/Axas|Old Axas]]''', attacking the southern cities of the country. We fear their strongholds will not be able to last, for it seems that they are multiplying by the hundreds.'' #''They have no mercy and will attempt to destroy all that lay before them in the name of survival. It is how they have not taken to eating one another. We fear there may be another reasoning'' (If questioned further, this could be due to dark magic or a disease). '''Loot Specifics''' #''Should you choose to accept our request, we can reward you for the risk you take. We are running out of options and money should not be an object of hindrance.'' (Loot total here) #''We, as a council, will also commission a work of your heroic deeds to be placed at any city of your choosing, depicting your bravery and honor. Your families will be taken care of, should some of you fail, and you will receive the [[The World Tree/Ethirian Blessing|Ethirian Blessing]].'' #''To show our commitment to this matter, we have arranged for part of your reward be paid to you before you leave, to further expenses that may be required. Had we the superior blacksmiths like '''[[The World Tree/Daerum|Daerum]]''', I would recommend '''[[The World Tree/Thal|Thal's]]''' very best, but they do not compare to Daerum steel. Should your journey take you there, I recommend acquiring some.'' '''Known Locations''' #''Here is a map centralizing around where we believe the location of the World Tree centers at. All that we know is that it seems the paths we have mapped all lead to the [[The World Tree/Danarus Pass|Danarus Pass]], but never further. Either this means that this is the location of the tree and they do not return, or this is where they meet their demise by something more foul. As you approach, be careful. There is no telling what may lie there.'' #'''''[[The World Tree/Goldcrest|Goldcrest]]''' is a large city closer than '''[[The World Tree/Daerum|Daerum]]'''. Although it may be tempting to travel there, be warned. The rise of attacks have people on edge, and those within the criminal organizations are investigative of wayfaring travelers. They may hinder your approach and waste what valuable time we have before its too late.'' #'''''[[The World Tree/Daerum|Daerum]]''' is one of the southern cities under onslaught. Traveling further east piles you into desert land and cannibal forces. Unless you plan to destroy them, it might be best to avoid them.'' #''The boundaries between '''[[The World Tree/Kusha|Kusha]]''' and '''[[The World Tree/Ethir|Ethir]]''' are vague but policed. Your task is too important for other countries to meddle in. Choose wisely.'' #''I tell you these things not to dissuade you, but to warn you. Should we lose our spot on this path, we may fall into darkness that cannot be stopped.'' ===[[The_World_Tree/Larenlothrin_A'maelamin|Larenlothrin]]=== '''[[The World Tree/Ra-Orn|The World Tree]]''' #''Before this world was created, '''Vareus''', god of the moon, and '''Katasis''', goddess of light, fought over ownership of the skies. Upon their destruction, it is said the heart of '''Katasis''' formed '''[[The World Tree/Ra-Orn|Ra-Orn]]''', the spirit of nature and bringer of life to this world''. #'''''[[The World Tree/Ra-Orn|Ra-Orn]]''' created all things natural to this world, including all living beings, breathing into them life while '''[[The World Tree/Gagaur|Gagaur]]''', spirit of '''Vareus''', created mortality and fear to counter them''. #'''''[[The World Tree/Ra-Orn|Ra-Orn]]''', after being created, took the physical form of a giant tree, with its roots giving the gift of life to the world. Because of '''[[The World Tree/Ra-Orn|Ra-Orn]]'''s gift, '''[[The World Tree/Ra-Orn|Ra-Orn]]''' also made himself vulnerable to physical attack, meaning he can be destroyed through physical means. It is uncertain how this can be done, but there is a way, and we believe [[The World Tree/Magnus|Magnus]] knows the answer''. #''Hundreds of scholars, druids, and worshipers have all sought its location in the past, but none have been able to find it. Some speculate that the World Tree exists in this plane of existence, while some believe it is a common idea or belief. We have reason to believe it is on another plane, with a portal to its location existing somewhere in this world'' (if asked specifically, they will believe it is somewhere beyond the [[The World Tree/Khim Mountains|Khim Mountains]]). '''Patrons''' #''It appears that we have an inside source. As we have attempted to contact '''[[The World Tree/Ra-Orn|Ra-Orn]]''' for guidance, '''[[The World Tree/Ra-Orn|Ra-Orn]]''' spoke to us, saying those that are chosen will be contacted by a representative. The representative is known as [[The World Tree/Nefaria|Nefaria]], a fairy who tends to the tree.'' #''We have an outpost located a few miles from here. Present this token of trust to our agents at the [[The World Tree/Tsar Outpost|Tsar Outpost]] and they can supply you with rest for the night, horses, and extra rations for your journey.'' Remember, these conversations can happen in any order, all being said at the table. A few numbers and headings may have some interesting things happen (such as grabbing the compass, unrolling of a map, etc.) so make sure you have decided how you would like to enter this information. A sample conversation is listed below following this format: Person:Category:Number (If something is different). *Orland:Welcome:1 <br/> *Orland:Welcome:2 <br/> *Orland:Welcome:3 <br/> *Orland:Welcome:4 (Aeraland comments on the risks of deciding, to be interrupted by Orland:Welcome:5) <br/> *Orland:Welcome:5 <br/> *Larenlothrin:The World Tree:1<br/> *Larenlothrin:The World Tree:2<br/> *Larenlothrin:The World Tree:3<br/> *Orland:Magnus:1<br/> *Orland:Magnus:2<br/> *Orland:Magnus:3<br/> *Orland:Time of Chaos:1<br/> *Orland:Time of Chaos:2<br/> *Orland:Time of Chaos:3<br/> *Orland:Magnus:5<br/> *Orland:Magnus:4<br/> *Orland:Time of Chaos:4<br/> *Aeraland:Cannibals:1<br/> *Aeraland:Cannibals:2<br/> *Larenlothrin:The World Tree:4 (Orland goes to compass pedastal during this text)<br/> *Orland:Compass:1 (Sets it at center of table)<br/> *Orland:Compass:2<br/> *Orland:Compass:3<br/> *Larenlothrin:Patrons:1 (she adds this as other sources of help)<br/> *Larenlothrin:Patrons:2<br/> *Aeraland:Known Locations:1-3<br/> *Aeraland:Loot Specifics:3<br/> *Aeraland:Known Locations:4-5<br/> *Aeraland:Loot Specifics:2, 1<br/> A note from the editor:This text is sample only. These should be held as a conversation with the players, stopping to address questions when possible. Follow vague directions (Ex: Oldest to newest event, interupting NPCs, etc). No matter the order of conversation, the following will be read: ''Aeraland stands to rub his eyes, he seems to be tired of talking and walks to one of the windows. "When I was a boy, I thought the monsters were in the wilds and unknown. I felt safe in my city, with the tales of Magnus being nothing but a ghost story. Now I am not so sure."'' ''He turns to the group and says, "If you have any more questions, we are free to answer them, though we may not know much of what you seek. You are our last option, and we have lots to discuss should you decide not to. But know this. Magnus' power knows no limit. When that day becomes apparent, can you truly say you did what you could to stop it?"'' ''Aeraland walks to the door and leaves, muttering something about a drink. The room is tense. What do you do?'' The party may choose to pursue Aeraland, and he will declare all the talk of doom was getting to his head and he needed to clear it, returning in a couple of hours. Orland and Larenlothrin will answer any questions as truthfully as they can but will not budge on the amount of payment they require. Should the party insist, Orland will mention how tragic it is that the world and the life it holds is determined by gold in pockets. When the party has no more questions, Larenlothrin tells them there is a room at the local inn (called the Belltower Bed and Breakfast) where they can rest for the evening. The party is not required to stay, but strongly encourage them to weigh the risks should they leave while tired and injured, due to the outpost taking a day to arrive. Another support to this is traveling by day is much safer than by night on the roads. The evening has no major plots or characters roaming around the city, and shops will be closed at this time. They will reopen at Mid-Morning, long after the sun has risen, where simple melee weapons and rations can be purchased at this time. During Scene 2, Orland, Aeraland, and Larenlothrin will send word to '''Daerum''' of the party's decision, and then travel to the Isle of Life at the trinity island to deal with the raising bandit hordes in the Isle of Dread. Should they hear word of the players refusal, they will travel to '''Daerum''' to warn the king of the coming apocalypse.
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