Thursday 15 March 2012

Session 15 NPCs list

NPCs who appeared:
Tollun, merchant with river barge, you took a trip with him upriver to Orlbar
Jarvis, Orlbar merchant, argued with Tollun over price for 60 casks of 'not really-'58 vintage' Amnian wine
Valeris, Queen of Orlbar
Toruvas, Valeris' Twilight Incanter
Emesha, leader of the Light of the Sun
Karvol, one of Queen Valeris' Royal Guard sent with you, tall and stoic.
Boris, Bandit King of Llorkh
Vale, Boris' mysterious robed spellcaster(?).
Joran, Matt & Dylan - three of King Boris' best warriors, sent with you.
Rangrim - dwarf of Clan Glintshield, son of Prince Thorvil, grandson of Thane Harvak
Lord & Lady Sevrym - nervous rulers of Timbervale, in Llorkh territory
Sir Galtos - Lord & Lady Sevrym's 18 year old son
(Sevilla - Lord & Lady Sevrym's 22 year old daughter)  

Monday 5 March 2012

Arya, human female renegade Red Wizard of Saruun

Arya is a descendant of a separatist Red Wizard cult, the Saruun, an offshoot group who came into being as Szass Tam drove the other Zulkirs from Thay. As such this group was not affiliated with the bulk of the Red Wizards during their move from powerful wizarding organization to their current more trader like position. The Saruun separatist group instead kept with more malevolent traditions. They were permitted by the Darkhold Zhentarim to establish a tower north of Darkhold overlooking Skull Gorge on the Chionthar river, protecting the Zhents' northern flank with Evereska.  The Thayans of Saruun also provide valuable, though expensive, sorcerous support to the Zhents in their border clashes with their many enemies - Cormyr, Elturgard, Evereska and Netheril.

Arya herself however, through sheer coincidence found her moral compass pointing in the opposite direction of those she was surrounded by during her formative years, including Orontor, her arrogant older brother, a senior Wizard of the Order. Having started her magic training under such cruel masters her power is largely melee based, focused on inflicting pain more than less harmful control. Though this is not the direction she would have headed in were her background different it's help in her later quest for knowledge is undeniable, causing her talents to be skewed from even to a certain extent her own desires. 

Having realized at a young age that she did not wish to maintain her place within the society she was part of she fled.  Fleeing north through the forests of Evereska, she passed west over the Dawn Pass into Gray Vale. Avoiding rumoured Zhent agents in the ruins of Llorkh, 
she eventually reached Orlbar (spring 1479 DR), where she joined the Light of the Sun order who worship the god Amaunator. Though striving to attain the personality required in her worship (law abiding not being something common in the regime under which she grew) she finds religion a way of striving to be the person she wishes she was. She is still very much haunted by the ghosts of her past as it were, and numbed somewhat to her current actions feeling unable to alleviate past sins. Currently her goals are to further her own constitution of knowledge, both in worldly (historical, political etc) and arcane practices and to atone for her past in anyway she or her God sees fit. Being still very much numbed to her past the Red Wizard cult she has come from is locked away in her mind, though this may not always be the case...
Darkhold, Fortress of the Zhentarim
Information on the Giant-built fortress of Darkhold

Sunday 4 March 2012

Character Goals

Character Goals- list from White Dwarf 54. Choose up to 4 goals from the list below or suggested by player and agreed by GM. At the start of an encounter/scene, declare if you are acting in pursuit of one of your goals. Each PC can declare one goal per encounter/scene. If you then act* in accordance with goal I will award at least a Minor Quest XP award, or more depending on particular achievement, roleplay etc. You can replace a goal each level.

*For some goals such as Battle Glory and Wealth this may require going beyond D&D's default 'Kill Things & Take Their Stuff' play mode.

Furtherance of Scholarly Studies - history, linguistics, customs etc
Furtherance of Art - music, architecture, craft etc
Furtherance of Science and Technology
Wealth - finances or hoards of treasure
Earthly pleasures - wine women drugs etc
Romance - true love
Power over others - political, religious, criminal etc
Fame - renown far and wide
Rank - social, military etc
Preservation of status quo - inc 'Balance'
Preservation of Nature
Preservation of Order
Comradeship - friendship, feasting etc
Risk - physical or financial
Commercial business - set up trade caravans, run merchant ship etc
Collecting - jewelry, antiques, weapons, paintings etc
Religious Service
Battle Glory
Image Cultivation - distinctive appearance, vehicle, style etc
Freedom - personal or for others
Chivalry - mercy, fairness etc
Honour - duty to liege, family, friends or own dignity
Mystical Power - finding new spells, magic items etc
Patriotism - acting in country/tribe's best interests
Discovery - bringing new knowledge to own culture/civilisation
Experience wonders - travel through strange lands, other planes etc
Intrigue - secret scheming & plotting
Materialism - have & care for horses, castle, private island etc
Welfare of others - 'Good'
Responsibility - to care out task, take care of charges etc
Expansion of Civilisation - pioneering spirit
Wanton Destruction - Chaotic Evil
Cruelty - Evil
Persecution of Evil
Competition - relish race to complete quest etc
Personal Feat - hunting great beast, climb mountain etc 'Because it's there'
Creation - make new magic items, design vehicle etc
Self-Discipline - ascetism, managing without, self-control
Trickery - thwarting authority, practical jokes etc.