Morgan's Ford - the beginnings of a legend (Inactive)

Game Master wanderer82

When war is long over and the 'heroes' are gone, who will stand up to the horrors of the world?


Prologue:

The Rise
In days long past the land of Lokk was a wild untamed realm, full of myth and peril. The scattered human settlements were fragile and weak, each warring with each other constantly, yet none gaining the upper hand. In time one rose from among the many petty warlords and forged a great nation out of might and magic. His name was Kurdran, and as his nation grew so too did his power. Those who would not bow to his rule would fall to his blade, and in time even the elven and dwarven nations paid heed to his immense power. One by one his enemies knelt before his arcane might until his empire stretched from ocean to ocean.

The continent of Lokk saw untold prosperity during Kurdran's long reign. War drew to an end - wooden towns grew to stone cities, the monsters of the wild were destroyed or driven into the furthest corners of the land, roads were built allowing trade across the realm, and commerce flourished. Each race and clan played their part - the dwarves shared their skill in stone and metalworking, the elves lended the powers of magic, the horsemen of the western plains brought animals of untold beauty to the eastern realms, the sages of the four towers spread their knowledge of engineering and science, even the halflings offered their green thumb. All was idyllic.

The Fall
Yet stability is not meant to last forever. Though long lived, Kurdran was not immortal, and after ruling for 250 years he passed one night in his sleep, though the cause was never determined. During his many years Kurdran sired over a hundred children, and though they shared their father's lust for adventure and excitement, none seemed to be gifted with his supernatural longevity. Still, when Kurdran passed, twenty-two legitimate heirs were known to exist in Lokk, and seventeen of them gathered quickly in the capital to settle the matter of succession.

The remaining five, either not wanting a part of rulership or perhaps seeing ahead to the events that would come to pass, stayed far from the core of their father's empire. Within two weeks of gathering, eight of the heirs were dead. The remaining nine abandoned all hope for a peaceful transition and returned to the region of the Empire most loyal to them and prepared for war.

The Inheritors War lasted for the next fifteen years, during which the nine launched assault after assault at one another. With each successive battle, the Empire was torn further asunder. Once great cities were reduced to ruins, the continental trade routes utterly collapsed, dwarves and elves retreated into their ancestral lands, chaos cast its cloak over Lokk. Three of the five Inheritors that fled in advance were hunted down and murdered, while four of those that fought for supremacy fell to either battle or assassination. In the end, the Inheritors grew tired of war and with no clear victor they agreed to an uneasy truce, fracturing the once mighty Empire into five nations.

The Aftermath
Though the war was over each of the Inheritors was paranoid of an attempt on either their life or their throne by the other four. They each consolidated their forces back toward their capitals, protecting those villages and towns nearest their centers of power while giving only nominal protection to those settlements further out. Though each technically held one fifth of the fallen Empire, broken and battered by years of war not a single kingdom held even a shred of Kurdran's might. With this weakness, the wild things returned.

Left to fend for themselves, most of the forgotten towns and cities in the "no man's land" between the realms withdrew their allegiances to any nation and became independent city-states or banded together with other nearby settlements to form small defensive pacts. Those few that still claimed loyalty to a crown often did so out of honor, but gained little in return. The past twenty-three years have not been kind.

Concept:

I am looking for four to six players interested in engaging in a fun, friendly game that will blend role play, puzzles, combat, and mystery into a grand storyline. The game will evoke a modern feel while having a nostalgic influence. I am looking for players whose goal is to create a dynamic and engaging character that will play well in an evolving storyline, not simply the most min/maxed set of statistics for monster killing. Additionally, I request that you be able to post at least once a day during the week (obviously life gets in the way at times, please just let me know). As for my part, I will work to give each and every player a chance to shine and enjoy their character. I consider gaming a cooperative experience where the GM and the players work together to tell an epic tale.

The game is set in a realm of my own creation. The game will begin in the small backwater town of Morgan's Ford, a forgotten remnant of the shattered Empire, on the great continent of Lokk.

Morgan's Ford:

MORGAN'S FORD (small town): Population: 837 (formerly 1500+)
Authority Figures: Baron Silas Morgan; Constable Reggard Dunhill

Map of Morgan's Ford

CIVIC

West Guardhouse: watching over the road that comes in from the west, this stone and slate structure is a single story, with a three story watchtower rising out of one end. During the time of the great empire (and during the ensuing Inheritor’s War) the guardhouse would’ve been occupied by a company of two dozen trained soldiers, with eight on duty at all times and the rest waiting at the ready. Now perhaps ten town guard are stationed there, with three on duty at any time. Stout bars are kept beside the building in case the gate needs to be closed and locked at a moment’s notice.

South Guardhouse: Built to match the West Guardhouse, it likewise only has a small handful of guards at any time.

Morgan Manor (residence): The familial residence of the Morgan family and the seat of power of the town, Morgan Manor is currently occupied by Baron Silas Morgan (52), along with his two daughters Evira (18) and Viona (16). A few servants live in the Manor, including his mountain of a butler Fjord, though most live elsewhere in the town. The building itself is a two-story stone and slate building that was built to be both aesthetically pleasing and defensible. A sizeable stable sits off to its side, how to several well bred horses.

Morgan’s Mill: This large timber building sits on the southern end of ‘the bend’, the spit of river that creates the small harbor. Owned by the Morgan family, the mill is maintained by Willem Aust, an elder veteran (56) who served alongside Silas during the Inheritors’ War. Residents can use the mill to grind their grain for a nominal fee.

Contable’s Keep: a large, stout stone building, the Keep was originally designed to serve as the keep to a larger castle before it was decided that Morgan’s Ford would be built out into a trade town rather than a military outpost. Still, it serves as the town court, jail, and garrison. Constable Reggard Dunhill (42) oversees the daily legal issues of the town (which are quite few and far between). He is a bit of a grump, but is well known for being both a good judge of character and a fair arbiter in all matters. He has a soft spot for orphans, and more than a few of the town guards were raised by him after the War.

The Ferry (service): Once a key gateway for those seeking to travel across Kurdran’s Empire, the Ferry of Morgan’s Ford spends most days collecting dust, or at best being used as a fishing spot. The ferry itself is rigged to a water-wheel driven chain system, that moves it back and forth across the great width of the Stone River. It takes a quarter hour to make the journey each way. The ferryman Votrick (47) has captained the chains for almost 30 years, and assisted his father in the same duties before that. Now the lad Rast assists Votrick, while the boatwright Logan Pearse oversees the maintenance of the ferry itself.

RELIGIOUS

Church of Grayden (temple): Both simple and elegant in its design, the temple of the Hearthwarden is at the center of the Morgan’s Ford community. Brother Warren Fain (34) is a dutiful priest of Grayden, assisting in the planting, maintaining, and harvesting of the fields, while also offering blessings over weddings, births, and deaths. He is served by several lay followers, as well as two lesser priests.

Dawn’s Lighthouse (temple): the only non-civic stone building in Morgan's Ford, the Lighthouse is both a signal for riverboats and a temple dedicated to Illandros, the Lord of Light. Watched over by the the priest Loathren (69) and his boisterous acolyte Alistar, the Lighthouse is a safehaven for all of the Fordians, where people can seek, counsel, assistance, and healing.

Shrine of the Moneylender (temple): Neblus the Wise was once a diety of high renown in the great Empire. But with the collapse of the kingdom came the collapse of trade, and the patron god of merchants and business found few seeking his guidance. Still the temple is managed by a single follower, the Barrister Isaac Mitgeen (41). Isaac will gladly write and oversee the signing of contracts, update familial documents, help negotiate trade between merchants, and assist with other legal matters… for a fee.

FOOD & ACCOMMODATIONS

Dusty Keg (tavern): When the Inheritor’s War ended, there were those that thought trade would return to normal. Tium Nale (44) was a young veteran then, with a fondness for good liquors and sharing stories. So, he left his hometown and purchased an empty lot in Morgan’s Ford, planning to make a killing selling the most rare and exotic alcohols the Realm had seen. While the business never quite came to fruition as he’d imagined, the Dusty Keg is a friendly watering hole, if a bit rough around the edges. Tium still has some fine and rare whiskeys and the like, if you are willing to pay the price.

Grumpkin’s Two Brews (tavern): Shortly after the founding of Morgan’s Ford, a tavern was erected in the location that is now Grumpkin’s Two Brews. Thanks to fire, bankruptcy, drunken brawls involving wizards, and the occasional rampaging monster, the building has been rebuilt, expanded, and changed hands more times then can be counted. Currently owned by the demihuman duo of Aldred Cursedburns (dwarf, 59) and Dannan Krizzenzo (halfling, 46), they renamed it the Grumpkin’s Two Brews after a legendary fey creature that is said to inhabit the forests to the north. Aldred is an accomplished brewer while Dannan can make a delicious meal out of anything, making the Grumpkin a busy spot in a quiet town. They offer the loft space for rent as a flop house - there is no privacy, just a big room to lay out your bedroll, but for the drunk and/or down on their luck, it is a warm spot to lay their head.

Coachmen’s Rest (inn): The common inn of Morgan’s Ford, the Rest has seen its share of adventures. Starting as a simple bunkhouse for laborers building up the fledgling trade depot, it grew into the centerpiece of the town, dominating the western edge of the Market Square. Currently owned by Hayden and Kerstin Gorbul (37, 31), the Rest offers comfortable, secure, simple lodging for the weary traveler. It’s stable is the largest in town, designed to house the many draft animals used by caravans.

Star and Moon (inn): Situated on Morgan’s Isle, the Star and Moon is the Ford’s premiere high-end inn, which means right now it is even more empty then the Coachmen’s Rest. Before the War, a room here went for 20 crowns a night, if you met the establishment’s strict guidelines. Now, Giadda Lesarova (36) welcomes anyone, though still works to provide elegant accommodations for those rare nobles and wealthy merchants who still travel to the area.

SHOPS

Crashed Caravan (general good store): Calkirn Rumblebelly (halfling, 67) trader

Blackstone’s Hammer (craftsman): Beldan Blackstone, (dwarf, ) black/weaponsmith

First Light Alchemy (craftsman): Lyrius & Alinia Dawnray (elf, 104, 88) alchemist

Wrighted Rudder (craftsman): Logan Pearse (32) friendly boatwright

Weathered Hide (craftsman): Ryanne Toril, (half-elf, 39) leatherworker

Last House (craftsman): Caern Twinfist (47) hunter, bowyer