Truthseeker Wayfinder

~ GM Quillworth's page

284 posts. Alias of Quillworth.




Male Celestial Game Master

Our adventure takes place in the land of Evertale. Click for Map.

The story begins in the capital city of Benhaven, a gilded city of wealth, power and influence. Sitting on a sheltered bay the size of a small sea with access to plentiful lumber in the King's Wood, Benhaven was the ideal choice for construction of Evertale's royal palace. In turrets that rise high enough to give a dazzling view of the Elden Plains, we find a young princess arguing loudly with her parents, the King and Queen of Evertale...


Welcome to the Third Continent campaign!

  • You've most likely found your way here from The Goblin Cave campaign. We'll be treating The Goblin Cave as a sort of prologue to the Third Continent.

  • The Known World is made up of three continents: Ychgaia (the largest, home to the "Free Peoples of Ychgaia"), Gnigaia (smaller, home to the Gnomish Union, who have built their cities atop the rubble and ruins of the ancient elves), and the so-called "Third Continent."
  • The story takes place on the so-called "Third Continent" of the known world. Here is the continental map. The Third Continent (it has yet to be named anything else) was, up until about 200 years ago, not inhabited by any of the so-called "free peoples" of Ychgaia's (the largest continent) largely urban society and culture(humans, half-elves, and shallow, or "golden" dwarves). Instead, it was considered a kind of haven for orcs, goblins, and any other creatures which the Free Peoples barred from their holds on Ychgaia.

  • Everything changed when the orcs landed on the shores of Ychgaia. Having come from the long-ignored Third Continent, they had no idea what awaited them. The large cities of the Free Peoples not only forbade them entrance, but forced them to leave. The few who resisted were killed almost instantly, surprised and overwhelmed by the magical weapons which the Free Peoples had at their disposal. The orcs were driven back to their lands on the Third Continent (Z'tokk, "the mother," in the orcish tongue), never to return. That was nearly 200 years before the current events of this campaign.

  • The turning point for the Third Continent came immediately after the Orc Incident. Having once crossed the sea between Ychgaia and the Third Continent, the regiments of Freemen who had escorted the orcs were trapped. Somehow, the currents would not allow them passage, flowing only counter-clockwise around the continent. Even the great magics of the Free Peoples could not alter the sea's flow, and the wizards who made the journey were few. When they questioned the orcs about a way back to Ychgaia, the orcs grudgingly explained that they had set sail from the north shore of the continent. The great currents had carried them around to the eastern shore of Ychgaia. The Freemen soldiers thus began the long trek across the Third Continent. It took months to travel to the northern shores, and nearly all of them became lost or died in the huge expanse of desert which must be crossed to reach it.


Welcome to the Third Continent campaign.


Male Celestial Game Master

This thread is for the players of the short-run trial campaign The Goblin Cave.

Please think of this story as a one-night campaign. We just want to get everyone used to being on here and ascertain things like the efficiency of the game board, the frequency of posts, and the best format for doing combat. I will not be providing a huge world or anything like that, because we'll be starting the real campaign as soon as we're comfortable with the system and everyone is on board.

That said, please make characters at level one, taking into account the following information:

(Late medieval setting)

1. Your characters were traveling through/living in Snyderholm, a small town in the middle of about 200 miles of unusable swamp. The town is a small one, but usually boasts decent protection for travelers. Most people who are traveling through this town are on their way to Tyridon, a large complex in the east, from the smaller towns on the western seashore. Tyridon has many opportunities for everyone, and is the typical "big city" to those from the smaller eastern shoreline townships. The passage across the swamps, however, usually deters travelers quite a bit, because it usually takes the lives of at least 1/3 of all travelers before they can make it to Tyridon. The Lord of Snyderholm, it is rumored, has offered a reward to anyone who can find the source of the attacks.

2. Your characters will begin the campaign by waking up in a cave. The last thing you'll remember is being on the road to Tyridon as either travelers or transport workers. Your caravan was attacked by something you couldn't get a good look at and then you blacked out.

Please use this post for discussion of how things are working in the campaign. I am open to suggestions, but please note that I have a high will save. I will be using the game board and using the mechanics that I've set up unless they just aren't working. Please post any comments or questions here.


Male Celestial Game Master

This is a short trial story for the purpose of learning to play by posting on the messageboards. It is a closed story with three characters.

RESOURCES:

Dice Roller: http://www.wizards.com/dnd/dice/dice.htm

Game Board: (MUST be signed into a Gmail account to use, email me for access) https://spreadsheets.google.com/spreadsheet/ccc?hl=en_US&key=tsadAcp4BZ blQQiJ9okiJzA&hl=en_US#gid=0