Editing The World Tree/Act 1

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'''History''' DC 15: Very few cities in the world can lay claim to a council like the '''[[The World Tree/Thal|Thal]]'''.  Comprised of three anonymous elves, the '''Thal''' delegate decrees and laws for the surrounding territory and coastal ports. This council is handpicked in secret by the current mayor and serve a lifetime in this position. For the last century, the Thal have created and mandated these laws for the betterment of the people and have done so successfully, however some speculate and ridicule the secrecy of the organization, claiming it has created a “hidden hand” approach to the law.
 
'''History''' DC 15: Very few cities in the world can lay claim to a council like the '''[[The World Tree/Thal|Thal]]'''.  Comprised of three anonymous elves, the '''Thal''' delegate decrees and laws for the surrounding territory and coastal ports. This council is handpicked in secret by the current mayor and serve a lifetime in this position. For the last century, the Thal have created and mandated these laws for the betterment of the people and have done so successfully, however some speculate and ridicule the secrecy of the organization, claiming it has created a “hidden hand” approach to the law.
  
== Scene I (200)==
+
== Scene I ==
 
When the players are ready to begin, read the following:
 
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.''
 
'''''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."''  
+
[[Image:The Thal Council.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.
 
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.
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'''Known Locations'''
 
'''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.''
 
#''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/Huion|Huion]]''' 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 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.''
 
#''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.''
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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.
 
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.
  
== Scene II (1800 xp) ==
+
== Scene II (XXXX xp) ==
When the party departs from the Thal, Scene II begins. During this time, be sure to remind the party that not all enemies need to be defeated to win the encounter.  Avoiding death or outsmarting them is another way to gain experience (this is crucial for Scene III).
+
When the party departs from the Thal, Scene II begins.  
  
 
=== Scene II ===
 
=== Scene II ===
 
====Setup====
 
====Setup====
[[Image:Tsar_Outpost-Day.jpg|right|300px|Tsar Outpost]][[Image:Tsar_Outpost-Night.jpg|right|300px|Tsar Outpost]]''After leaving the Thal, the countryside begins to increase in foliage. Thick trees cover the sides of the road as the brass roofs of '''Thal''' fall behind the wildlife.  In the morning hours, thick clouds of gnats fly in small circles, unaware of your passing as the dew begins to lift from the grass and trees. As the dew lifts, the small insects dissipates, leaving a thick humidity in the clear skies. The sweet smell of honeysuckle fills your nostrils as the heat begins to make you sweat. At high-noon, your horses and your bellies need to rest, as you approach the side road to the outpost, but what say you?''
+
[[Image:Tsar_Outpost.jpg|right|300px|Tsar Outpost]]''After leaving the Thal, the countryside begins to increase in foliage. Thick trees cover the sides of the road as the brass roofs of '''Thal''' fall behind the wildlife.  In the morning hours, thick clouds of gnats fly in small circles, unaware of your passing as the dew begins to lift from the grass and trees. As the dew lifts, the small insects dissipates, leaving a thick humidity in the clear skies. The sweet smell of honeysuckle fills your nostrils as the heat begins to make you sweat. At high-noon, your horses and your bellies need to rest, as you approach the side road to the outpost, but what say you?''
  
 
Imaginably, the party will stop.  Allow the players to further introduce one another or choose some downtime activities. Groups that are accounting for rations and water will subtract half of the daily amount at this point. Ask the players to role-play their character's hometown, should they need some encouragement or topic conversation.
 
Imaginably, the party will stop.  Allow the players to further introduce one another or choose some downtime activities. Groups that are accounting for rations and water will subtract half of the daily amount at this point. Ask the players to role-play their character's hometown, should they need some encouragement or topic conversation.
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==== Scene 2 Conclusion: ====
 
==== Scene 2 Conclusion: ====
After the encounter, refer to [[The World Tree/Act_1/Scene_Levels|Scene Levels]] for descriptions of the rooms and notable items.  Upon inspection of Naomi's body, the characters will find a single word in an unknown language written on a crumpled paper in her left hand.  With a successful check (DC 20 medicine or investigation) the players will find another piece of crumpled paper in her throat that holds a piece of her letter to the council, asking about the strange shipment from "The Scarlet Eye".
+
After the encounter, refer to [[The World Tree/Act_1/Scene_Levels|Scene Levels]] for descriptions of the rooms and notable items.  Upon inspection of Naomi's body, the characters will find a single word in an unknown language written on a crumpled paper in her left hand.  With a successful check (DC 20 medicine or investigation) the players will find another piece of crumpled paper in her throat that holds a piece of her letter to the council, asking about the strange shipment from "M".
  
 
Do not overly emphasize the safety of the outpost, let the characters figure this out for themselves. Too much implication of this safety will have them running from this outpost as quickly as possible.  Should they choose to not stay, however, have an extra wilderness encounter ready to throw on them for sleeping outside.
 
Do not overly emphasize the safety of the outpost, let the characters figure this out for themselves. Too much implication of this safety will have them running from this outpost as quickly as possible.  Should they choose to not stay, however, have an extra wilderness encounter ready to throw on them for sleeping outside.
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If they stay, no added dangers will inhibit their rest, save for one.  The arrival of Magnus.
 
If they stay, no added dangers will inhibit their rest, save for one.  The arrival of Magnus.
  
== Scene III (500 xp) ==
+
== Scene III (XXXX xp) ==
 
=== An Unexpected Visitor ===
 
=== An Unexpected Visitor ===
[[Image:Magnus.jpg|right|300px|Magnus]]Regardless of whether the the party sleeps within the outpost or outside, Magnus will visit the party at their most vulnerable moment. Should the party keep watch, Magnus will arrive on the lowest roll, regardless of score. He will attempt to persuade the party into joining his side, to find the World Tree and destroy it.  Should they refuse, he will attack them.
+
[[Image:Magnus.jpg|left|300px|Magnus]]Regardless of whether the the party sleeps within the outpost or outside, Magnus will visit the party at their most vulnerable moment. Should the party keep watch, Magnus will arrive on the lowest roll, regardless of score. He will attempt to persuade the party into joining his side, to find the World Tree and destroy it.  Should they refuse, he will attack them.
  
 
Allow players to make any kind of checks or readied actions.
 
Allow players to make any kind of checks or readied actions.
  
::''That is when you feel it.  The ground rumbles and a heavy feeling fills your heart as you sense a faint smell of sulfur in the air. And that is when you see him.''
+
''That is when you feel it.  The ground rumbles and a heavy feeling fills your heart as you sense a faint smell of sulfur in the air. And that is when you see him.''
  
 
If characters draw swords and attack at this juncture, he will sheathe his sword, teleport behind a single attacker, or surround himself in an aura that is impenetrable, causing 2d6 necrotic damage to those who attempt.  Magnus is not wanting to fight but merely have them join him. He will continue with his actions to the best of his ability, stopping if the players seem to attack.
 
If characters draw swords and attack at this juncture, he will sheathe his sword, teleport behind a single attacker, or surround himself in an aura that is impenetrable, causing 2d6 necrotic damage to those who attempt.  Magnus is not wanting to fight but merely have them join him. He will continue with his actions to the best of his ability, stopping if the players seem to attack.
  
::''What you notice first about him is the sheer size of him.  He stands to almost eight feet, with black armor forming horns and points over the entirety. Red glowing eyes shine from under his helm and his mere footfalls seem to cause the earth to tremble.  He carries a jagged sword at his side and when he stops before you, he places it in front of him like a cane.  He pauses for a moment and releases a wicked laugh before addressing you.''
+
''What you notice first about him is the sheer size of him.  He stands to almost eight feet, with black armor forming horns and points over the entirety. Red glowing eyes shine from under his helm and his mere footfalls seem to cause the earth to tremble.  He carries a jagged sword at his side and when he stops before you, he places it in front of him like a cane.  He pauses for a moment and releases a wicked laugh before addressing you.''
  
::''"It appears we have the same enemy, you and I.  Do you know who I am?'' (Magnus won't respond to their answer at this point) ''I am not very much different from you.  We are merely pawns that seek to stay on the board, hoping to survive another day in this twisted world.  We spend everyday looking for ways to make us stronger to fight enemies we can not overcome and we seek answers to questions that have not been addressed. Within all of this, we are tossed into a war of the deities, awaiting an outcome that will crush us or save us. We may be on opposing sides of this war, but this is a war we can stop."''
+
''"It appears we have the same enemy, you and I.  Do you know who I am? (Magnus won't respond to their answer at this point) I am not very much different from you.  We are merely pawns that seek to stay on the board, hoping to survive another day in this twisted world.  We spend everyday looking for ways to make us stronger to fight enemies we can not overcome and we seek answers to questions that have not been addressed. Within all of this, we are tossed into a war of the deities, awaiting an outcome that will crush us or save us. We may be on opposing sides of this war, but this is a war we can stop."''
  
::''"With our alliance, we will rival the power of the sun, surviving the oncoming destruction of the ages.  Things have been set into motion that cannot be stopped, which will allow me reign of this world.  But my reign does not leave all to waste.  I will spare those who aid me'' (this is a lie, with a DC 5 Insight check)''. Should you join me, we will find this World Tree together and bring power to mortals'' (a DC 15 insight check will show that this is for an ulterior motive and only a half truth).  ''The gods will be left to themselves and we will be left to our selves and the world shall be cleansed under my rule, the world will NEVER be the same."''
+
''"With our alliance, we will rival the power of the sun, surviving the oncoming destruction of the ages.  Things have been set into motion that cannot be stopped, which will allow me reign of this world.  But my reign does not leave all to waste.  I will spare those who aid me. Should you join me, we will find this World Tree together and bring power to mortals (a DC 15 insight check will show that this is for an ulterior motive and only a half truth).  The gods will be left to themselves and we will be left to our selves.  The world shall be cleansed and under my rule, the world will NEVER be the same."''
  
::''Magnus laughs again before turning his back to them (with an attack at this juncture provoking the encounter) and says to them:''
+
''Magnus laughs again before turning his back to them (with an attack at this juncture provoking the encounter) and says to them:''
  
::''"The world is beyond saving, its vile filth overpowering the just. It is up to us to create the world as it should be." He turns back to the party. "Shall you join me?"''
+
''"The world is beyond saving, its vile filth overpowering the just. It is up to us to create the world as it should be." He turns back to the party. "Shall you join me?"''
 +
 
 +
=== The Toll Collectors of Thal ===
 +
When the players are ready to continue, describe the following regardless of whether horses or by foot is taken.
 +
 
 +
The trip from '''Valea''' to '''Thal''' is a short one, only taking a day's journey to arrive. ''As you pass through the countryside, the coastal weeds and unkempt grass become shorter and less tangled. Trees begin to grow sporadically until the form small groves and meadows. The ocean smell is left behind as you insects begin to buzz around you if you pause even for a moment.  The air his thick with humidity as the sounds of songbirds and other wildlife become more abundantly clear.''
 +
 
 +
''The bell tower and town hall can be seen over the trees amassing in the distance, it would seem as if though you will be able to reach arrive in no time.  The stench coming from your armor and dust collecting on your boots tell you the rest will be well appreciated.''
  
 
==== Setup: ====
 
==== Setup: ====
From this point, characters are left to decide their next course of action.
+
What happens next is up to the players.  As the DM narrates the following sequence, players may insist on a check to hide.  Two men are walking down the road. This will require a DC 17 Stealth Check, due to the two figures watching the party traveling. Keep whether the rolls were a success or failure a secret and continue with the encounter.
  
Should they choose to accept his offer, Magnus will wave his hand over each of the players eyes, causing them to see the world in a tintThis causes their alignment to change negatively (good to neutral, neutral to evil) with no effect on evil players. Magnus will say the following:
+
If the entire party hides successfully, the two will continue one, awarding experience equivalent for the two of them.  If anyone in the party fails, the two men will stage a conversation about whether one remembered the money for the toll aheadThey will then be attacked with surprise as other members of the Scarlet Eye sneak up on those who failed.
  
''"It is good that you have seen reason.  My power can not be stopped. Your purpose is to find the tree. I will have my agents find you (if asked, he has written a magic "beacon" on the backs of their eyes that is only removed by changing the text) and begin the initiation (if questioned, Magnus will send his followers to have them sell their souls in return for their servitude).''
+
If the party chooses to confront the two men with words, the following will take place:
  
He will dissipate into the darkness, leaving the party to themselves. (NOTE: The World Tree is not meant to be an evil campaign.  This is mentioned for those who wish to feign loyalty. Nefaria can restore the alignment change and words, but will need to be persuaded that they can be trusted).
+
''Upon the path in the distance, two men are approaching you from the road, seeming as if though they are traveling to '''Valea'''. As you approach one another, they call out to you.''
  
Should they refuse his offer, Magnus will stand in silence for a moment before forming a fist in his hand.
+
''"Hold traveler!  The toll for this road is 10 gold pieces. You'll have to turn back if you can't pay it."''
  
''"You have chosen unwisely, fools. Let me show you your folly!"''
+
Then it is up to the players to pay or not to pay. The two can not be persuaded to ignore the toll and if questioned about the reason, will respond with threats and violence, possibly charging more for things such as horses, races, weapon possession, etc.  If the party pays and continues, no experience is given. Choosing to fight will invoke an encounter.
  
He draws his sword and begins the encounter.
+
If the party failed a stealth check or refuse to pay, begin the encounter. Refer to Prologue Scene Levels for the battle map of this area.
  
 
==== Tactics: ====
 
==== Tactics: ====
Magnus' goal is not to kill the players, but to show them his power.  He will attack players and try to humiliate them, not kill them (example: throwing a strong character, outrunning a fast character, spotting hidden characters, etc). Magnus still believes they will join them.  When he reaches his bloodied amount, Magnus will begin to cast his powerful spellsPay close attention to the extended tactics in [[The World Tree/Act_1/Scene Levels|Scene Levels]] for more information of how this fight is to be finished.
+
The two collectors will use a whistle to alert those who are hiding to come out of hiding (DC 25 to spot). They will then draw their weapons, attacking the party as a distraction.  The remaining attackers (See Prologue Scene Levels) will fire from their hiding spots and surround the players (1st playthrough lycanthrope clan). These enemies would rather die than be captured, hoping to contain their purpose, but will flee if they are over run. If captured, they will drink a poison to kill themselves, hiding the information.
 
 
Magnus will also allow any character to flee without consequence, accepting this as the most humiliating defeat. Should the party be defeated, proceed to [[The World Tree/Act_2#Scene_1|Act 2 Scene 1]].
 
  
 
==== Features of the Area: ====
 
==== Features of the Area: ====
Illumination: Dim at the outpost and outside.  Bright lighting depends on added illumination by the players.
+
Illumination: Bright on the road, dim if within the shadows of the trees.
  
Terrain Features: See [[The World Tree/Act 1/Scene Levels|Scene Levels]].
+
Terrain Features: Flat dust and dirt on the road, dense foliage off the path requires a DC 12 Athletics or Acrobatics to pass through 5 feet.
  
Treasure: 0 gp
+
Treasure: 70 gold dispersed among them.
  
 
==== Conclusion: ====
 
==== Conclusion: ====
Play out what the characters would like to do from here (unless they were defeated). Allow them a rest to regain their bearings. It is not important of how far they run or where they end up, but it is important that they are well rested before continuing with the next act.
+
Whether the toll collectors are avoided or attacked, the path to the Thal is now clear. Upon investigation of the bodies, the players will find a symbol much like Glorik had with a labeling of "Scarlet Eye" below it. It is unclear as to what this could mean, but if citizens in the Thal are questioned about it, they will claim them to be mercenaries for hire but not a bandit group.  Be sure to show the players IMAGE#1 for memories sake (The Scarlet Eye is a group hired by Magnus to stop the travelers.)
  
Magnus is no longer at their previous location, having teleported away after the encounter. The Thal Council is also not at the Thal, should the characters decide that route, due to their traveling to DaerumThe belltower's meeting room is merely a room with cogs, no table and chairs like before (unless the party came to this scene non-linearly)Proceed to the next act when the characters are ready.
+
=== Tough Dogs ===
 +
 
 +
==== Setup: ====
 +
When the players travel in a direction other than to Thal or if the law has been summoned during the previous scene, they are stopped by a group of 20 guards with a carriage. As they surround you, one of the guards reads a decree that you are to be arrested for your crimes against Orland, including counts of arson, burglary, blackmail, and vandalism. If the players explain their purpose for violence in The Salty Dog and pass a DC 8 Persuasion, the guards will forgo the charges of violence, but will insist you to join them, even explaining to the PCs that they have been sent by Orland due to him being in grave dangerIf the party is able to talk their way out of the imprisonment, the guards will follow behind the PCs until they know they will go to Valea, allowing them to continue their journey.
 +
 
 +
If the party refuses, the guards will use force, sparking combat.  The PCs will either escape or be capturedIf captured, skip to Act I Scene I with them being unloaded in front of the bell tower.
 +
 
 +
Should the PCs escape this obligation by killing all the guards or escaping in some way, skip to Act # Scene #.
 +
 
 +
===The following is for formatting uses '''ONLY''', not accurate information.===
  
 
==Experience Total==
 
==Experience Total==
'''With a Little Help from the Thal''' (2000 xp)<br/>
+
'''Finding Orland''' (250 xp)<br/>
:::''The Thal Council (200 xp)''
+
:::''The Salty Dog (100 xp)''
:::''The Tsar Outpost (1800 xp)''
+
:::''The Road to Thal (150 xp)''
'''The Unexpected Visitors''' (500 xp)
+
'''Encounter experience''' (≈1,000 xp)
:::''Magnus Encounter (300 xp)''
+
:::''Glorik Mastbreaker (≈100 xp)''
:::''Surviving Magnus' Will (200 xp)''
+
:::''The Thal Toll Collectors (≈900 xp)''
  
  
Previous XP amount: 101,250 xp <br/>
+
Previous XP amount: 100,000 xp <br/>
Act I XP total: 2,500 xp <br/>
+
Prologue XP total: 1,250 xp <br/>
 
<br/>
 
<br/>
  
'''Total XP Progression:''' 103,750 xp <br/>
+
'''Total XP Progression:''' 101,250 <br/>
'''Current Level:''' 12 <br/>
+
'''Current Level:''' 12
'''Act Loot:''' 5d4 + 10 gp total. 50 xp for good role-play.
 
  
 
== NPCs and Organizations ==
 
== NPCs and Organizations ==
[[The_World_Tree/Orland_Earcoro | Orland Earcoro]]: Oldest member of the Thal Council, Orland holds the greater good as his ideal, no matter what it may take.  He tends to overlook social rules and edicate, with Intelligence being his high score and Strength being his low score.  During the Thal Council Meeting, he holds the majority of information about history, Magnus, the Time of Chaos.  Regardless of how the PCs are towards them, he believes they are able to complete the mission. ([[The_World_Tree/Orland_Earcoro#Statblock|Orland Earcoro Stat Block]])
+
[[The_World_Tree/Orland_Earcoro | Orland Earcoro]]: Oldest member of the Thal Council, Orland holds the greater good as his ideal, no matter what it may take.  He tends to overlook social rules and edicate, with Intelligence being his high score and Strength being his low score.  During the Thal Council Meeting, he holds the majority of information about history, Magnus, the Time of Chaos.  Regardless of how the PCs are towards them, he believes they are able to complete the mission. ([[The_World_Tree/Orland_Earcoro#Statblock|Orland Stat Block]])
  
[[The_World_Tree/Larenlothrin_A'maelamin|Larenlothrin]]: Expert of '''Ra-Orn''' knowledge and historyShe is attuned to the ways of nature and the surrounding life force, speaking slowly and kindlyShe responds best to those who approach conversation with a "bigger picture" mind set. ([[The_World_Tree/Larenlothrin_A'maelamin#Statblock|Larenlothrin A'maelamin Stat Block]])
+
[[The_World_Tree/Talwisul_Windwalker|Talwisul Windwalker]]: Courier for the Thal Council. Contrary to what his name suggest, Talwisul speaks slowly and delibrately, holding a neutral status on most subjects. If given the innocent opportunity, Talwisul will swipe a few coins profit, but never at the expense of someone elseHis high score is Dexterity and low score is Intelligence. ([[The_World_Tree/Talwisul_Windwalker#Statblock|Talwisul Stat Block]])
  
[[The World Tree/Aeraland_Elearo|Aeraland]]: Tactician and realist of the Thal Council.  Aeraland believes that the cannibals are as much of a pressing threat as the World Tree, and tends to get annoyed when the conversation travels elsewhere. He speaks brashly and gruffly due to his military background and hold honor and duty above all other ideals. ([[The_World_Tree/Aeraland_Elearo#Statblock|Aeraland Elearo Stat Block]])
+
[[The_World_Tree/Glorik_Mastbreaker|Glorik Mastbreaker]]: Hired sailor of the Haunted Windchime, Glorik works as a trader for the Western Ethir Trading company as a grunt, but also works for the Scarlet Eye as smuggler and fence. Glorik enjoys the sea but hates the work, causing him to only enjoy his time on land if he doesn't have rules to follow. High score is Strength and low score is Wisdom and Dexterity. ([[The_World_Tree/Glorik_Mastbreaker#Statblock|Glorik Stat Block]])
 
 
[[The World Tree/Magnus|Magnus]]: Magnus is the primary antagonist to the campaign, sent from an unknown plane to destroy '''[[The World Tree/Ra-Orn|Ra-Orn]]''' and effectively ending life of all things within the world.  Magnus is eloquent and terrifying. ([[The World Tree/Magnus#Statblock|Magnus Statblock]])
 
  
 
[[The_World_Tree/Scarlet_Eye|Scarlet Eye]]: At this juncture, the Scarlet Eye is a mercenary group that is usually hired by patrons to assassinate, smuggle, or blackmail.  Their symbol is a red inked iris and eyelashes.
 
[[The_World_Tree/Scarlet_Eye|Scarlet Eye]]: At this juncture, the Scarlet Eye is a mercenary group that is usually hired by patrons to assassinate, smuggle, or blackmail.  Their symbol is a red inked iris and eyelashes.
  
 
[[The_World_Tree/Thal_Council|The Thal Council]]: Refered to as the Thal, governmental structure for Thal and the surrounding port communities.
 
[[The_World_Tree/Thal_Council|The Thal Council]]: Refered to as the Thal, governmental structure for Thal and the surrounding port communities.
 
[[The_World_Tree/Tsar Outpost|Tsar Outpost]]: An elven outpost outside of '''Thal'''. Only those who bear the mark of the Thal Council can enter the premises of the mansion made fortress.
 
  
 
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