Saturday, July 4, 2009

Brindol


Overview
Brindol is a bustling metropolis in the heart of the Elsir Vale. Brindol is only second in size to the former capital city of Rhest. Merchants come from all corners of the Vale to do business inside the was of the river city. Not only is Brindol a hub of commerce, but it has historical intrest as well; for it was here the final battle of the Great Goblin Wars was fought. It was here where the agents of darkness were beaten back and defeated, for what all hoped was forever.

Population
6,700; another 1,000 live within a five mile radius. The people of Brindol are blend of all races of the land.

Government
The city has a council, two thirds of whom are hereditary landlords and the remainder of whom are guild masters from the city's important trade guilds.

Defense
The city has 200 soldiers under arms at all times, with about one-quarter on duty at any given time. The city also has a well-equipped, but poorly trained soldier's militia.

Economy
Brindol is well know for its production of fine wines and cheeses. The country side to the North yields olives and grapes. Along the river are many orchards of oranges and lemons. The South is rich with grain and wheat.

Tiefling caravans come to Brindol three or four times a year, bringing with them rare herbs collected throughout the year. It is this trade of herbs that has gained Tieflings a place of acceptance in an otherwise hostile social environment. It is these herbs that are the life blood of the city and the fuel of the economy.

Inns
Avandrian Hostel; Chatrenn and Sons; Pantashi Inn; The Red Door; The Silk and Spoon.

Taverns
The Antler and Thistle; The Blue Parrot; Brindol Gentlemen's Club; Cleftier's; Ilya's Cardhouse; The Marooned Schooner.

Major Guilds
Blacksmiths and Smelters; Prospectors; River Bargemen (Halfling Controlled); Teamsters and Farriers; Weavers.

Suppliers
Alchemy by Andronsuis (Currently Closed); Alpenglow Trading House; Gavriel Arms and Smithy; Staghunter Outfitters.

Temples
College of Ioun; Moondust Temple (Sehanine); Shrine of Bahamut (No Permanent Clergy); Shrine of the Open Door (Avandra); Shrine of the Sun (Pelor); Temple of Erathis.

Map Key
  1. Town Gates
  2. The Red Door
  3. Pantashi Inn
  4. Gavriel Arms and Smithy
  5. Market Square
  6. Teamsters and Farriers
  7. River Bargemen
  8. Avandrian Hostel
  9. The Blue Parrot
  10. The Silk and Spoon
  11. House of Council
  12. Chatrenn and Sons
  13. Temple of Erathis
  14. The Antler and Thistle
  15. Staghunter Outfitters
  16. Blacksmiths and Smelters
  17. College of Ioun
  18. Alpenglow Trading House
  19. Eoffram Troyas Manor
  20. Graveyard
  21. Shrine of the Sun


Wednesday, July 1, 2009

Character Bio: Cerith

Cerith of the Forest Monastery
Pronounced "keh-RITH"

Male Razorclaw Shifter Warden
Level 1
Neutral Good

Strength 17 (+3)
Constitution 17 (+3)
Dexterity 17 (+3)
Intelligence 14 (+2)
Wisdom 18 (+4)
Charisma 12 (+1)

Height: 6' 0"
Weight: 180 lb
Age: 19
Skin: A rich summer tan with noticeable cheetah markings.
Eyes: Rich amber eyes with deep red flecks.
Hair: Blond; Straight

Maximum Hit Points: 34
Bloodied: 17
Surge Value: 8
Surges / Day: 12

Size: Medium
Speed: 6 squares
Vision: Low-light

Initiative: +3

Armor Class: 19
Fortitude Defense: 14
Reflex Defense: 15
Will Defense: 15

Armor: Hide (25 lb.)

Shield: Heavy (15 lb.)

Attacks:
Unarmed Melee: 1d4+3
Bastard Sword: 1d10+3 [Heavy Blade] (Versatile weapon. Add +1 to damage if using two-handed.)
Sling: 1d6+3 (Free Load)
Warden's Fury
Strength of Stone
Thorn Strike
Wildblood Frenzy
Form of the Relentless Panther

Skills:
Acrobatics: +2
Arcana: +2
Athletics: +5
Bluff: +1
Diplomacy: +1
Dungeoneering: +4
Endurance: +5
Heal: +4
History: +2
Insight: +4
Intimidate: +1
Nature: +9
Perception: +9
Religion: +2
Stealth: +2
Streetwise: +1
Thievery: +0

Feats:
Weapon Proficiency -- Bastard Sword

At-Will Powers:
Basic Melee Attack: +3
Basic Ranged Attack: +3
Bull Rush: + 3, Push enemy 1 square and move into square (Ineffective if no square to push into)
Warden's Fury (Immediate Interrupt)
Warden's Grasp (Immediate Reaction)
Strength of Stone [Level 1]
Thorn Strike [Level 1]

Encounter Powers:
Second Wind: +2 Bonus to all defenses until start of next turn, Spends a Healing Surge to regain HP
Razorclaw Shifting [Minor Action]
Wild Blood Frenzy [Level 1]

Daily Powers:
Form of the Relentless Panther [Level 1][special]

Racial Features:
* +2 Dexterity, +2 Wisdom (already included)
* +2 Acrobatics, +2 Stealth
* Razorclaw Shifting (when bloodied; see Monster Manual)

Class/ Path/ Destiny Features:
* This warden chose the Wildblood might option.
* Font of Life

Base Saving Throw: d20 vs 10

Languages: Common and Goblin

Rituals Known: None

Encumberance (4e):
Normal Load: 170 lb.
Heavy Load: 340 lb.
Maximum Drag Load: 850 lb.

Cerith's Equipment:
46 lb. Weapons: Bastard Sword (6 lb.) / Armor: Hide Armor (25 lb.) / Shield: Heavy (15 lb.)
5 lb. Sling bullets x20
2 lb. Backpack
5 lb. Bedroll
0 lb. Flint and steel
1 lb. Pouch [belt] (empty) x1
10 lb. Rations (1 day) x10
10 lb. Rope (50', hempen) x1
2 lb. Sunrods x2
4 lb. Waterskins x1
20 lb. Tent
_____
99 lb. Total

Coins and Other Wealth:
3 Gold

Magic items: None

Resistances: None

Personality Traits:

Character Background:

Monday, June 29, 2009

Character Bio: Malice

Siobhan "Malice" Illbrek
Pronounced: shi-VAHN ILL-BREK

"Blood is just red sweat"

Female Tiefling Fighter
Level 1
Chaotic Neutral

Strength 17 (+3)
Constitution 17 (+3)
Dexterity 12 (+1)
Intelligence 14 (+2)
Wisdom 13 (+1)
Charisma 18 (+5)

Height: 5' 10"
Weight: 156 lb
Age: 16
Skin: Summer Tan
Eyes: Golden
Hair: Red; Wavy

Maximum Hit Points: 32
Bloodied: 16
Surge Value: 8
Surges / Day: 12

Size: Medium
Speed: 5 squares
Vision: Low-light

Initiative: +1

Armor Class: 17
Fortitude Defense: 15
Reflex Defense: 12
Will Defense: 14

Armor: Scale (45 lb)

Shield: None

Attacks:
Unarmed Melee: 1d4+3
Greataxe: 1d12+3 [High crit] (Add +1 dmg for WF - Axe)
Sling: 1d6+1 (Free Load)
Cleave
Reaping Strike
Passing Attack
Brute Strike

Skills:
Acrobatics: +1
Arcana: +2
Athletics: +8
Bluff: +6
Diplomacy: +4
Dungeoneering: +1
Endurance: +8
Heal: +1
History: +2
Insight: +1
Intimidate: +9
Nature: +1
Perception: +1
Religion: +2
Stealth: +3
Streetwise: +4
Thievery: +1

Feats:
Weapon Focus -- Axe

At-Will Powers:
Bull Rush: + 3, Push enemy 1 square and move into square (Ineffective if no square to push into)
Combat Challenge (Mark Enemy): Marked enemy takes -2 att penalty on next attack to allies. If marked enemy is adjacent and attacks ally, can make a melee basic attack as to immediately interrupt the attack.
Cleave [Level 1]
Reaping Strike [Level 1]

Encounter Powers:
Second Wind: +2 Bonus to all defenses until start of next turn, Spends a Healing Surge to regain HP
Infernal Wrath [Tiefling](minor action): +1 power bonus to attack (If damages foe add CHR mod to damage)
Passing Attack [Level 1]

Daily Powers:
Brute Strike [Level 1][reliable]

Racial Features:
* +2 Intelligence, +2 Charisma (already included)
* +2 Bluff, +2 Stealth
* Bloodhunt (+1 on attack rolls vs. bloodied foes)
* Fire Resistance (resist fire 5 + half your level)
* Infernal Wrath (Minor Action)

Class/ Path/ Destiny Features:
* Combat Challenge (mark enemy)
* Combat Superiority (bonus on opportunity attacks equal to your wisdom modifier, and an enemy struck by opportunity attack stops moving)
* Fighter Weapon Talent: Two-Handed Style

Base Saving Throw: d20 vs 10

Languages: Common and Dwarven

Rituals Known: None

Encumberance (4e):
Normal Load: 170 lb.
Heavy Load: 340 lb.
Maximum Drag Load: 850 lb.

Malice's Equipment:
57 lb. Weapons / Armor / Shield
5 lb. Sling bullets x20
2 lb. Backpack
5 lb. Bedroll
0 lb. Flint and steel
4 lb. Grappling hook
2 lb. Hammer
5 lb. Pitons x10
1 lb. Pouch [belt] (empty) x1
10 lb. Rations (1 day) x10
10 lb. Rope (50', hempen) x1
2 lb. Sunrods x2
4 lb. Waterskins x1
_____
107 lb. Total

Coins and Other Wealth:
6 Gold

Magic items: None

Resistances: None

Personality Traits:

Character Background:
Malice was born as Siobhan Illbrek, in the hamlet of Aeron, on the outskirts of Elsircross beside the Elsir River. Her father, Ruadhan Illbrek, was a nomadic Tiefling, who settled down in Aeron after falling in love with a local girl named Avaline. Ruadhan humbly worked at her aging father's mill, until he was able to win her hand and affections. Avaline had many suitors, but none were as gentle or kind as the Teifling. The mayor's eldest son Cadeyrn was bitter when the two married the following spring. He swore that a demon had wrested his fair love from him and he would have Avaline as his, no matter what.

Siobhan was born the following winter. Three summers later her grandfather passed into the next life. Ruadhan and Avaline inherited the mill, and it flourished under their hard work. Cadeyrn continued to spread rumors to anyone who would lend an ear. There were many in the small hamlet that despised the "demon" in their midst, even to the point of traveling to Elsircross to grind their grain.

When Siobhan grew old enough to go to school, she was mercilessly teased and tormented for her Tiefling heritage. Her mother tutored her at home to keep her safe. Resentment and hatred
towards the humans in the hamlet began to grow in the little Tiefling's heart. Siobhan had many a stone or rotten cabbage thrown at her. As she grew older, she found herself in many a fight.

In her tenth summer a wasting sickness plagued Aeron and the larger towns of Brindol, Elsircross, and Witchcross. The humble hamlet suffered greatly and the wasting sickness was blamed on the "demon spawned" miller and his daughter. Cadeyrn had become the mayor of Aeron, and married into a wealthy family from Elsircross; he saw the turmoil as an opportunity to have Avaline as his own. When the blacksmith's daughter died from the wasting illness, moral panic spread throughout the hamlet of Aeron. Cadeyrn seized the opportunity and formed a group of vigilantes. They dragged the Illbrek family from their home. With Aeron thirsty for their blood, Cadeyrn forced Ruadhan to falsely confess that he was the cause of the wasting sickness. Cadeyrn sought to kill Siobhan as well, but when Ruadhan testified before Elsircross's magistrates, he claimed that his daughter and wife were innocent and was hanged the following sunrise.

Avaline and Siobhan returned to the mill, as outsiders. Avaline, bitter from her husband's murder, desperately tried to provide for her daughter. The local people shunned her and refused to buy or sell anything from her. Months passed and the village recovered from the wasting sickness. As the hamlet returned to normal, people still carried a hatred and fear of "the demon's daughter." They fearfully suspected that she would bring about another illness.

As the winter approached, Cadeyrn made his move, knowing that Avaline was destitute. He offered to buy the mill from her and employ her to run the mill for him. She refused his offer, accusing him of her husband's death. The winter that came was harsh, leaving the land barren and cold. Avaline was sure that they could manage until spring, until Siobhan unexpectantly fell ill. Avaline watched as her daughter grew gravely ill, and knew she had no other choice but to beg Cadeyrn to buy the mill.

When Avaline offered the mayor her mill and employment, he refused; claiming that she had offended him greatly at their last meeting. Avaline begged him to save her daughter and Cadeyrn agreed on the condition that she would belong to him to use as he saw fit. That night he took her as his mistress. To Cadeyrn's displeasure, Siobhan recovered from her fever.

In the years that followed, Siobhan was picked on and abused by Cadeyrn's wife and children. Every misfortune in the hamlet, was blamed on the young Tiefling. In Siobhan's thirteenth summer, Avaline tried to runaway with her. She was quickly caught and publicly beaten for stealing money and a horse from Cadeyrn. She received worse when she returned to the manor. Cadeyrn constantly reminded her that she should be grateful to him for taking in a "whore and her demon daughter."

In Siobhan's sixteenth summer, Avaline bribed a passing gypsy caravan to take her daughter with them. A few days later, the caravan left Aeron, headed to Elsircross, with Siobhan hidden in one of the wagons. That night, Avaline attempted to kill her husband's murderer when he came to her chamber. Cadeyrn was not mortally wounded and beat Avaline for her attempt. When he left to fetch Siobhan, to beat her for her mother's trespasses, Avaline hung herself from her bedchamber window.

The gypsy caravan did not travel with Siobhan long. A wheel on one of the wagons broke near the southern outskirts of Elsircross. They left the Tiefling on the road, with some bread and water, telling her to bring bad luck to someone else. Siobhan headed for Elsircross, remembering her mother's parting words. Avaline told her to seek out her second cousin in the city of Bristol. She vaguely remembered the Tiefling boy. All she has was his name and a letter to from her mother.

Misfortune found Siobhan in Elsircross. Accused of stealing, Siobhan was chased into the village square, where the locals stood with stones and weapons in hand. Before the young Tiefling could christen her newly purchased great axe, a young man darted out of the crowd. He pretended to know her, calmly settling the crowd. His name was Cerith, a young shifter from the Forest Monastery. Wary of him, Siobhan told him her name was Malice and that she didn't owe him anything for saving her. He seemed honestly baffled with the thought of her owing him anything, as he saw helping her as the right thing to do. She told him she needed to travel to Bristol and find her distant cousin. He offered to travel with her, as he was on a personal quest to discover the unknown world. When daybreak broke, they set out for the capital of Elsir Vale.

Sunday, June 28, 2009

The Elsir Vale




Overview

The Elsir Vale is a thinly populated human frontier. The vale stretches almost 250 miles east to west and averages about 70 miles north to south. Several small mountain ranges and dense forests form the vale’s borders. Major settlements in the valley are Dennovar, Brindol, and the Dwarven City Overlook.

Since the collapse of the empire, each community in Elsir Vale has acted relatively autonomous; several attempts to create a common government of the valley have failed.

History

The scattered human towns and villages of the area grew up along the Dawn Way, an important east-west trade road linking the heavily settled lands of the golden plains with the five cities and the coastal lands lying to the southwest. Much of the grain produced by the endless fields of the golden plain are moved towards the city of Ashtarlon. However, the presence of various monsters and raiders has impeded the traffic along the Dawn Way; fewer caravans dare the long and dangerous trek and those that do are heavily guarded.

Much of the Dawn Way was built by an ancient dwarf-kingdom that spanned the Wyrmsmoke and Giants Shield Mountains several thousand years ago. The Dwarves were driven out of this area by the advancing Orc hordes and only after the Second Orc War did they slowly repopulate the region accompanied by large numbers of human settlers. While the dwarven empire is long gone, its roads, bridges, and cisterns remain in use to this day.

Climate

The Elsir Vale has a temperate, midlatitude climate. It is surrounded by the Giantshield Mountain Range to the Northeast, the Wyvernwatch Mountains to the South and the Wyrmsmoke Mountains to the East. These mountain ranges tend to trap polar air in winter, making winters very cold and bitter; while summers are hot and dry, with the occasional intense thunderstorm. Annual precipitation is about 25 inches.

To the North and Northwest of the vale, lay vast plains populated by many marauding tribes of Orcs. These large stretches of land are quite arid, with an annual precipitation of 4 inches in the driest regions and 17 inches in the moister steppes. The vale has not seen an Orcish attack in several hundred years, mostly thanks to the Dwarven Fortress of Boridin’s Watch, Elsir vale has not seen an Orc attack in several hundred years.

It is currently mid-summer in the vale. Days are hot, with temperatures rising between 85° to 110° F. Nights warm with temperatures falling between 85° to 60° F. This is the dry season, with infrequent rainfall. When it does rain, it pours; flash thunderstorms and tornadoes are common when this happens.

Terrain

The borders of the vale are mostly, hills, mountains and forests, while the heart of the vale is a grassy plain. Every town in the vale is surrounded by numerous farms and hamlets. Beyond the civilized areas are vast rolling plains with infrequent hillocks and thickets of underwood and small trees.