Ixian
Well-known member
The Lords men found him at the edge of the moor, barely clinging to life in the swirling fog. His fine clothing and armor rent apart, his wounds pustule and foul. He babbled for a short time about things in the depths, and then faded from the world, coughing up bile and ichor. On his person was a jeweled pendant threaded upon a fine golden chain. The men-at-arms quickly handed this fine bit of treasure over to the Baron, where it doubtlessly vanished into some hidden and secure vault.
Dead men found at the edge of the Barrowmoor isn't uncommon, but the treasure was new, old stories of the ancient sealed barrows located in the moor began to be whispered once more, ruins of the previous peoples who once called this land home long before the coming of the Kingdom. The oldfolk of the villages of Helix and Bogtown told old stories of previous discoveries of gems and gold in those dusty tombs, but also of the great dangers that lurked in the Barrowmoor and below it.
The stories spread soon to the people of the town of Ironguard Motte, the seat of Baron Kell Ironguard's court, and was a common conversation in the local taverns. Caravan hands employed by the Silver Standard Merchant Caravan Company took these tales out of the Barony of Aerik and into the wider Dutchy of Valius. Soon visitors began to arrive in the small backwoods barony, men and women often of low moral character and attracted by the stories of vast wealth were gathering in the town of Ironguard Motte, and the villages of Helix and Bogtown. All of them planning to acquire riches to surpass their wildest dreams, and damn anyone or anything that would stand in their path.
----------
The Hand of Fate: (Choose One)
Every band of unsavory peoples has a leader, often one driven by strong purpose and desire.
[ ] The Veteran Mercenary - It came to him suddenly, as he was seated at yet another tavern located in the docks of Saltport. He had been counting his meager pile of silver, all that was left of the pay he had earned from his last campaign tour, and cursing his fortunes. Then he spotted it across the bar, the gentle gleam of Gold, being passed to the barkeep by a man in new chainmail, and carrying what must have been a pricy longsword at his belt. Yet he was obviously of common birth, he was intrigued. Over the course of a few ale's, he spoke with the man, who claimed to be known as Alvar, and said that he had just returned from Aerik at the conclusion of a somewhat successful expedition into a tomb in a place called the Barrowmoor. His party had lost half a dozen members to the guardians of those foul ruins, but they had managed to carry off a whole chest of gold, and other fine items, like the longsword he now carried. It was enough to convince him that he was in the wrong line of work, killing men seemed to pay a pittance, but cracking musty tombs would seem to reward greatly...
- [ ] Write-In Name
Strength: 16 (+2)
Agility: 13 (+1)
Stamina: 14 (+1)
Personality: 10 (+0)
Intelligence: 10 (+0)
Luck: 13 (+1)
Armor Class: 13
Hit Points: 5
Alignment: Neutral
Birth Augur: Fox's Cunning - Find/Disable Traps
Fortitude Saving Throw: 1d20+1
Reflex Saving Throw: 1d20+1
Willpower Saving Throw: 1d20+0
Occupation: Mercenary
Known Languages: Common
Equipment:
Longsword (Damage 1d8)
Studded Leather (AC+3, Check Penalty -2, Fumble Die 1d8)
Backpack
Common Clothes
8 Silver Pieces
[ ] The Thief on the Run - She ducked deeper into the shadows of the crates stacked in the back of the bumping wagon she was currently hitching a ride on. Hiding from the torchlight being cast by the guards at the Redriver gatehouse as they spoke with the farmer driving the cart, who was not aware of his secret passenger. The guards were the Dukes men, but often they were also the Gray Hoods men, the master of the largest Thieves Guild this side of the Iron Mountains. Luckily they were lazy as usual, and already half-drunk, they didn't bother inspecting the farmer's cart. Sure, she had earned the enmity of a powerful man, and a guild with reach across half the kingdom, but if she could just find enough coin to pay off her debts she just might save her neck...
- [ ] Write-In Name
Strength: 10 (+0)
Agility: 16 (+2)
Stamina: 10 (+0)
Personality: 14 (+1)
Intelligence: 10 (+0)
Luck: 16 (+2)
Armor Class: 10
Hit Points: 3
Alignment: Neutral
Birth Augur: Guardian Angle - Saving Throws to escape traps
Fortitude Saving Throw: 1d20+0
Reflex Saving Throw: 1d20+2
Willpower Saving Throw: 1d20+0
Occupation: Cutpurse
Known Languages: Common
Equipment:
Dagger (Damage 1d4/1d10, Range 10/20/30)
Small Chest
Thieves Tools
Common Clothes
33 Copper Pieces
[ ] The Wandering Acolyte - He had always wanted to start his own temple to St. Ygg, the Warrior God. Yet he was from poor stock, serfs who worked the land. It was nothing short of a blessing by St. Ygg they had scraped together enough silver to pay for his Acolyte education, he never got the chance to properly thank them, as they had been taken by the pox some weeks before he finally completed his education and was allowed to leave the temple. Now he spends his time wandering, and spreading the word of St. Ygg, but he wishes to be master of his own Temple, and temples need gold, lots of gold. So it has come to pass that he has found himself in the Barony of Aerik, chasing the rumors of vast wealth, more than enough to build a grand temple to his God. However in this backward portion of the Kingdom, many of the locals keep to the Old Gods, this simply won't do...
- [ ] Write-In Name
Strength: 13 (+1)
Agility: 10 (+0)
Stamina: 13 (+1)
Personality: 16 (+2)
Intelligence: 10 (+0)
Luck: 14 (+1)
Armor Class: 10
Hit Points: 4
Alignment: Lawful
Birth Augur: Survived the Plague - Magical Healing
Fortitude Saving Throw: 1d20+1
Reflex Saving Throw: 1d20+0
Willpower Saving Throw: 1d20+0
Occupation: Acolyte
Known Languages: Common, Holy Tongue of Law
Equipment:
Mace (Damage 1d6)
Wood Prayer Beads (Holy Symbol)
Lantern
Common Clothes
21 Copper Pieces
[ ] The Elven Outcast - The Elven Outcast had not been home in several decades, disowned by his people for the crime of kin-slaying. So he wandered, first in the Great Wood, safely away from his people's territory, then on to the Iron Mountains and the Great Dwarven holds that dotted it. Eventually, he came to the Human towns and cities. He was lost without purpose when a man first approached him. The man told the Elf how he could find direction and swell his purse, he spun a tale of a faraway tomb complex filled with riches, perhaps even enough for someone to buy their way out of exile...
- [ ] Write-In Name
Strength: 13 (+1)
Agility: 16 (+2)
Stamina: 10 (+0)
Personality: 08 (-1)
Intelligence: 14 (+1)
Luck: 13 (+1)
Armor Class: 10
Hit Points: 3
Alignment: Neutral
Birth Augur: Speed of the Cobra - Initiative
Fortitude Saving Throw: 1d20+0
Reflex Saving Throw: 1d20+2
Willpower Saving Throw: 1d20-1
Occupation: Falconer
Known Languages: Common, High Elvish
Equipment:
Dagger (Damage 1d4/1d10, Range 10/20/30))
Falcone (Init +3, Atk Claws and Beak +2, Damage 1d2, AC 12, MV fly 80', Sv Fort-3, Sv Ref +5, Sv Will +0)
Green Cloak
Common Clothes
18 Copper Pieces
----------
Stout Backs & Hard Hearts: (Choose Eight)
You dare not venture into the depths of the Barrowmaze alone. On your travels to the desolate moor, you have managed to gather others who would join you in exchange for equal shares of the loot.
[ ] Ver Senuv (Hunter) - His eyes seem locked in a perpetual squint, his teeth clearly rotting, and his breath smells of stale ale. Yet he has the look of a killer about him, perhaps he would be useful...
[ ] Kethis Mig (Herder) - Her flock was taken by a local lordling, and she was left destitute. Still, she has a strong build, and that herd dog of hers is very large...
[ ] Ilre Zebone (Farmer) - She lost her husband in one of the countless petty conflicts between the Border Lords, the farm shortly thereafter. Now she is fallen on hard times and thinks to try her hand at tomb-robbing...
[ ] Brasvoc Malduvu (Outlaw) - The man stinks of blood, you can't smell it, but you know the stench is there. Such a man is often handy with a blade, but can be risky to have at your back...
[ ] Uric Oakhand (Dwarven Coaler) - The stout dwarf was dissatisfied with his labors in the Iron Mountains, and left his hold and clan to find a more rewarding line of work. It seems he wants to try his hand at plundering ruins...
[ ] Brin Vardirsk (Beggar) - Wearing shabby clothing and clutching a simple wooden club and a beggar's bowl, it seems the streets have been unkind to him as of late. He has decided he is willing to take the risk involved in the work if it means a bed and hot meal...
[ ] Jarer Bamon (Farmer) - His parents expected him to live on the farm forever, but he wants adventure and fame. The lad is young, but his back seems strong and his mind eager...
[ ] Torvald Gravelbeard (Dwarven Apothecary) - The dwarf seems half-mad, perhaps the foul vapors of his concoctions have driven him so? In anycase he seems convinced that there could be important alchemical components within the tombs...
[ ] Cithrel Olokas (Elven Sage) - She is young for an Elf, only 230, but it seems she has a scholarly mind and bent. She needs funds to continue her research, and the artifacts from the Barrowmaze could hold great historical insight...
[ ] Bardak Gudango (Scribe) - The man is old for this sort of work, and he seems to need those sight-glasses with him to even see, still he seems knowledgable, and it would be good to have someone who can read and write...
[ ] Has Morun (Grave Digger) - The woman has an odd manner of never blinking, she just stares at you, awaiting an answer to her request to join your venture. Still, if she accompanies you then you suppose she'll have no need to knock the grave dust off her boots...
[ ] Odo Littlefoot (Halfling Trader) - The small fool seems to think that this will be an easy excursion. You aren't sure how useful he'll be in the depths, but his fat bag of silver would help with buying supplies and equipment...
[ ] Gral (Savage) - The Northman is large, and imposing. Yet it doesn't take much observation to note his short temper and lower mental abilities...
[ ] Per Boknov (Cooper) - The little man seems nervous, you'd guess it has something to do with the two thugs eyeballing him from the corner of the tavern. You suppose that your answer will determine if his legs stay unbroken...
[ ] Steo Cader (Juggler) - It would seem that panhandling has become less viable of late, the man has no fighting experience, but does seem rather quick on his feet...
[ ] Romef Luchuld (Woodcutter) - The man has a wild beard, wood chips still tangled in it. It would seem that a recent tryst with the village elders daughter means he needs to leave town fast, and if the journey were to led to silver, well maybe he could come back and buy the elders blessing...
[ ] Orth Helash (Farmer) - He tells you that brigands burnt the farm where he was employed and that he is in need of coin to keep his family clothed and shealtered. He seems fit enough, but you wonder if he has the heart for the job...
[ ] Caza Dav (Gambler) - She is quick with her hands, you note that much, soon she has cleared the gaming table of opponents, their silver filling her purse. Someone with that much luck could be useful to keep around...
[ ] Durri Irnunzu (Healer) - An obvious follower of Arcantryl, Goddess of Knowledge and Magic, the woman claims to be an adept healer, but you can't help but wonder why she isn't an Acolyte...
[ ] Robinia Gammidge (Halfling Gypsy) - This one likes to talk, she spins long yarns about her travels, her sharp eyes and ears, and her knack for finding hidden things. Most of it seems like insubstantial fiction, but there could be a grain of truth to her prowess...
----------
The Barony of Aerik
A backwoods land, for many generations few had ever bothered with the Barony. Its moors proved to be poor land for farming, the swarms of insects and summer heat made it unappealing to live there. Within the last couple decades that has begun to change, the peat of the Barrowmoor has begun to fetch good prices in the markets of the eastern cities, being used as fuel and fertilizer, the rare plants in the region have begun to find popularity with apothecaries and alchemist and the bog iron allows a local metalsmithing industry to survive if not flourish. With trade down the Moorwash River eventually leading to the Redriver, this has allowed the Ironguard family to greatly increase its wealth over the past two generations, and while they are still sneered at as country nobility by the city families, they have become quite wealthy country nobility. Now with rumors circulating of vast treasure hoards located within the Barrowmaze, a complex built by people before the establishment of the Kingdom, even more travelers are arriving in the small Barony every day.
Dead men found at the edge of the Barrowmoor isn't uncommon, but the treasure was new, old stories of the ancient sealed barrows located in the moor began to be whispered once more, ruins of the previous peoples who once called this land home long before the coming of the Kingdom. The oldfolk of the villages of Helix and Bogtown told old stories of previous discoveries of gems and gold in those dusty tombs, but also of the great dangers that lurked in the Barrowmoor and below it.
The stories spread soon to the people of the town of Ironguard Motte, the seat of Baron Kell Ironguard's court, and was a common conversation in the local taverns. Caravan hands employed by the Silver Standard Merchant Caravan Company took these tales out of the Barony of Aerik and into the wider Dutchy of Valius. Soon visitors began to arrive in the small backwoods barony, men and women often of low moral character and attracted by the stories of vast wealth were gathering in the town of Ironguard Motte, and the villages of Helix and Bogtown. All of them planning to acquire riches to surpass their wildest dreams, and damn anyone or anything that would stand in their path.
----------
The Hand of Fate: (Choose One)
Every band of unsavory peoples has a leader, often one driven by strong purpose and desire.
[ ] The Veteran Mercenary - It came to him suddenly, as he was seated at yet another tavern located in the docks of Saltport. He had been counting his meager pile of silver, all that was left of the pay he had earned from his last campaign tour, and cursing his fortunes. Then he spotted it across the bar, the gentle gleam of Gold, being passed to the barkeep by a man in new chainmail, and carrying what must have been a pricy longsword at his belt. Yet he was obviously of common birth, he was intrigued. Over the course of a few ale's, he spoke with the man, who claimed to be known as Alvar, and said that he had just returned from Aerik at the conclusion of a somewhat successful expedition into a tomb in a place called the Barrowmoor. His party had lost half a dozen members to the guardians of those foul ruins, but they had managed to carry off a whole chest of gold, and other fine items, like the longsword he now carried. It was enough to convince him that he was in the wrong line of work, killing men seemed to pay a pittance, but cracking musty tombs would seem to reward greatly...
- [ ] Write-In Name
Strength: 16 (+2)
Agility: 13 (+1)
Stamina: 14 (+1)
Personality: 10 (+0)
Intelligence: 10 (+0)
Luck: 13 (+1)
Armor Class: 13
Hit Points: 5
Alignment: Neutral
Birth Augur: Fox's Cunning - Find/Disable Traps
Fortitude Saving Throw: 1d20+1
Reflex Saving Throw: 1d20+1
Willpower Saving Throw: 1d20+0
Occupation: Mercenary
Known Languages: Common
Equipment:
Longsword (Damage 1d8)
Studded Leather (AC+3, Check Penalty -2, Fumble Die 1d8)
Backpack
Common Clothes
8 Silver Pieces
[ ] The Thief on the Run - She ducked deeper into the shadows of the crates stacked in the back of the bumping wagon she was currently hitching a ride on. Hiding from the torchlight being cast by the guards at the Redriver gatehouse as they spoke with the farmer driving the cart, who was not aware of his secret passenger. The guards were the Dukes men, but often they were also the Gray Hoods men, the master of the largest Thieves Guild this side of the Iron Mountains. Luckily they were lazy as usual, and already half-drunk, they didn't bother inspecting the farmer's cart. Sure, she had earned the enmity of a powerful man, and a guild with reach across half the kingdom, but if she could just find enough coin to pay off her debts she just might save her neck...
- [ ] Write-In Name
Strength: 10 (+0)
Agility: 16 (+2)
Stamina: 10 (+0)
Personality: 14 (+1)
Intelligence: 10 (+0)
Luck: 16 (+2)
Armor Class: 10
Hit Points: 3
Alignment: Neutral
Birth Augur: Guardian Angle - Saving Throws to escape traps
Fortitude Saving Throw: 1d20+0
Reflex Saving Throw: 1d20+2
Willpower Saving Throw: 1d20+0
Occupation: Cutpurse
Known Languages: Common
Equipment:
Dagger (Damage 1d4/1d10, Range 10/20/30)
Small Chest
Thieves Tools
Common Clothes
33 Copper Pieces
[ ] The Wandering Acolyte - He had always wanted to start his own temple to St. Ygg, the Warrior God. Yet he was from poor stock, serfs who worked the land. It was nothing short of a blessing by St. Ygg they had scraped together enough silver to pay for his Acolyte education, he never got the chance to properly thank them, as they had been taken by the pox some weeks before he finally completed his education and was allowed to leave the temple. Now he spends his time wandering, and spreading the word of St. Ygg, but he wishes to be master of his own Temple, and temples need gold, lots of gold. So it has come to pass that he has found himself in the Barony of Aerik, chasing the rumors of vast wealth, more than enough to build a grand temple to his God. However in this backward portion of the Kingdom, many of the locals keep to the Old Gods, this simply won't do...
- [ ] Write-In Name
Strength: 13 (+1)
Agility: 10 (+0)
Stamina: 13 (+1)
Personality: 16 (+2)
Intelligence: 10 (+0)
Luck: 14 (+1)
Armor Class: 10
Hit Points: 4
Alignment: Lawful
Birth Augur: Survived the Plague - Magical Healing
Fortitude Saving Throw: 1d20+1
Reflex Saving Throw: 1d20+0
Willpower Saving Throw: 1d20+0
Occupation: Acolyte
Known Languages: Common, Holy Tongue of Law
Equipment:
Mace (Damage 1d6)
Wood Prayer Beads (Holy Symbol)
Lantern
Common Clothes
21 Copper Pieces
[ ] The Elven Outcast - The Elven Outcast had not been home in several decades, disowned by his people for the crime of kin-slaying. So he wandered, first in the Great Wood, safely away from his people's territory, then on to the Iron Mountains and the Great Dwarven holds that dotted it. Eventually, he came to the Human towns and cities. He was lost without purpose when a man first approached him. The man told the Elf how he could find direction and swell his purse, he spun a tale of a faraway tomb complex filled with riches, perhaps even enough for someone to buy their way out of exile...
- [ ] Write-In Name
Strength: 13 (+1)
Agility: 16 (+2)
Stamina: 10 (+0)
Personality: 08 (-1)
Intelligence: 14 (+1)
Luck: 13 (+1)
Armor Class: 10
Hit Points: 3
Alignment: Neutral
Birth Augur: Speed of the Cobra - Initiative
Fortitude Saving Throw: 1d20+0
Reflex Saving Throw: 1d20+2
Willpower Saving Throw: 1d20-1
Occupation: Falconer
Known Languages: Common, High Elvish
Equipment:
Dagger (Damage 1d4/1d10, Range 10/20/30))
Falcone (Init +3, Atk Claws and Beak +2, Damage 1d2, AC 12, MV fly 80', Sv Fort-3, Sv Ref +5, Sv Will +0)
Green Cloak
Common Clothes
18 Copper Pieces
----------
Stout Backs & Hard Hearts: (Choose Eight)
You dare not venture into the depths of the Barrowmaze alone. On your travels to the desolate moor, you have managed to gather others who would join you in exchange for equal shares of the loot.
[ ] Ver Senuv (Hunter) - His eyes seem locked in a perpetual squint, his teeth clearly rotting, and his breath smells of stale ale. Yet he has the look of a killer about him, perhaps he would be useful...
[ ] Kethis Mig (Herder) - Her flock was taken by a local lordling, and she was left destitute. Still, she has a strong build, and that herd dog of hers is very large...
[ ] Ilre Zebone (Farmer) - She lost her husband in one of the countless petty conflicts between the Border Lords, the farm shortly thereafter. Now she is fallen on hard times and thinks to try her hand at tomb-robbing...
[ ] Brasvoc Malduvu (Outlaw) - The man stinks of blood, you can't smell it, but you know the stench is there. Such a man is often handy with a blade, but can be risky to have at your back...
[ ] Uric Oakhand (Dwarven Coaler) - The stout dwarf was dissatisfied with his labors in the Iron Mountains, and left his hold and clan to find a more rewarding line of work. It seems he wants to try his hand at plundering ruins...
[ ] Brin Vardirsk (Beggar) - Wearing shabby clothing and clutching a simple wooden club and a beggar's bowl, it seems the streets have been unkind to him as of late. He has decided he is willing to take the risk involved in the work if it means a bed and hot meal...
[ ] Jarer Bamon (Farmer) - His parents expected him to live on the farm forever, but he wants adventure and fame. The lad is young, but his back seems strong and his mind eager...
[ ] Torvald Gravelbeard (Dwarven Apothecary) - The dwarf seems half-mad, perhaps the foul vapors of his concoctions have driven him so? In anycase he seems convinced that there could be important alchemical components within the tombs...
[ ] Cithrel Olokas (Elven Sage) - She is young for an Elf, only 230, but it seems she has a scholarly mind and bent. She needs funds to continue her research, and the artifacts from the Barrowmaze could hold great historical insight...
[ ] Bardak Gudango (Scribe) - The man is old for this sort of work, and he seems to need those sight-glasses with him to even see, still he seems knowledgable, and it would be good to have someone who can read and write...
[ ] Has Morun (Grave Digger) - The woman has an odd manner of never blinking, she just stares at you, awaiting an answer to her request to join your venture. Still, if she accompanies you then you suppose she'll have no need to knock the grave dust off her boots...
[ ] Odo Littlefoot (Halfling Trader) - The small fool seems to think that this will be an easy excursion. You aren't sure how useful he'll be in the depths, but his fat bag of silver would help with buying supplies and equipment...
[ ] Gral (Savage) - The Northman is large, and imposing. Yet it doesn't take much observation to note his short temper and lower mental abilities...
[ ] Per Boknov (Cooper) - The little man seems nervous, you'd guess it has something to do with the two thugs eyeballing him from the corner of the tavern. You suppose that your answer will determine if his legs stay unbroken...
[ ] Steo Cader (Juggler) - It would seem that panhandling has become less viable of late, the man has no fighting experience, but does seem rather quick on his feet...
[ ] Romef Luchuld (Woodcutter) - The man has a wild beard, wood chips still tangled in it. It would seem that a recent tryst with the village elders daughter means he needs to leave town fast, and if the journey were to led to silver, well maybe he could come back and buy the elders blessing...
[ ] Orth Helash (Farmer) - He tells you that brigands burnt the farm where he was employed and that he is in need of coin to keep his family clothed and shealtered. He seems fit enough, but you wonder if he has the heart for the job...
[ ] Caza Dav (Gambler) - She is quick with her hands, you note that much, soon she has cleared the gaming table of opponents, their silver filling her purse. Someone with that much luck could be useful to keep around...
[ ] Durri Irnunzu (Healer) - An obvious follower of Arcantryl, Goddess of Knowledge and Magic, the woman claims to be an adept healer, but you can't help but wonder why she isn't an Acolyte...
[ ] Robinia Gammidge (Halfling Gypsy) - This one likes to talk, she spins long yarns about her travels, her sharp eyes and ears, and her knack for finding hidden things. Most of it seems like insubstantial fiction, but there could be a grain of truth to her prowess...
----------
The Barony of Aerik
A backwoods land, for many generations few had ever bothered with the Barony. Its moors proved to be poor land for farming, the swarms of insects and summer heat made it unappealing to live there. Within the last couple decades that has begun to change, the peat of the Barrowmoor has begun to fetch good prices in the markets of the eastern cities, being used as fuel and fertilizer, the rare plants in the region have begun to find popularity with apothecaries and alchemist and the bog iron allows a local metalsmithing industry to survive if not flourish. With trade down the Moorwash River eventually leading to the Redriver, this has allowed the Ironguard family to greatly increase its wealth over the past two generations, and while they are still sneered at as country nobility by the city families, they have become quite wealthy country nobility. Now with rumors circulating of vast treasure hoards located within the Barrowmaze, a complex built by people before the establishment of the Kingdom, even more travelers are arriving in the small Barony every day.
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