| Playing | |
| Next Game Will Be | 1448938800 |
| Total Players Needed | 6 |
| Game Type | Role Playing Game |
| Frequency | Played Weekly |
| Audio / Visual | Voice only |
| Primary Language | English |
| New Players are Welcome | Yes |
| Mature Content(18+) | No |
| Pay to Play i | No |
| Pick Up Game i | No |
The story so far
It has been a little over a month since the conflict began. A group of brave heroes ventured from the little village of Torm's rest to investigate. Responding to the threat of orcs, only to discover something else was going on. They meet a sorcerer named Seiger Azamaar, and after retrieving a certain artifact, they save him from his own men, who try to kill them all and take the artifact. He explains that his older brother has turned on him, and is now in control of a powerful staff, an artifact of his great ancestor Azamaar the first.
History tells of Azamaar the first, he helped establish the royal council of wizards, only to betray the other founding members. He murdered two of them, and then stole a number of magical items. With them he forged his staff, an item capable of drawing massive amounts of energy in the form of wild magic. For a time he ruled over the Orcish tribes to the north. He sequestered himself away while what was left of the royal council fought his minions. His staff withered his body and slowly drove him to madness. In time he was defeated, and most of the Azamaar line was executed.
Seiger's father knew of a tomb where the staff was located. He had spent time researching a safe way to use the staff. After crippling himself he decided to leave it be and continue with his life. After he died his children discovered all he knew in one of his journals. Seiger was sent off in search of a certain scepter, believed to help in controlling the staff. This was however a distraction, a simple way to be rid of Seiger. Our heroes decide to let Seiger live, and he now aids them in stopping the effects of the wild magic created by the staff. It roots itself in various places, drawing energy from the land, and leaving numerous wondrous and dangerous effects on the landscape.
An army led by General Pyatt arrives soon there after. He brings with him a number of wizards from the royal council of wizards. The campaign against Azamaar is now in full swing...
One fateful day our heroes venture into the Harwing hills, though only three return. Darjek, Trelephan, and Seiger return to the battered war camp, while Norixius, Zulak, and Lorien are buried atop the hill, now flourishing with plantlife due to the after effects of the root...
General Pyatt and his men manage to push out the orcish invaders, but not without heavy casualties. It becomes clear that more men will be needed for the campaign against Azamaar. The old village ruins becomes a foothold, and the remaining soldiers keep watch of the north. Over the course of the next two weeks a great many soldiers and adventurers arrive at Torm's Rest. The damage done by the orcs is quickly swept under the rug, as new buildings spring up to hold the masses. Torm's Rest is no longer a peaceful little village, as some thousands now dwell within.
There is word from the Dwarves to the north-east, it seems they are having some success at combating Azamaar's minions. In all other directions the spread of wild magic is rampant. This fight now belongs to many nations, as the spread threatens new lands. The royal council of wizards construct a magical ward and place it atop Harwing Hill. It shines as a beacon, stopping the push of wild magic from the north.
Seiger is asked to aid the dwarves in their endeavors. After such a close call atop Harwing hill he's more than happy to get out of harms way for a while. Trelephan the kindhearted druid decides he's had enough action. This paired with his disdain for recent events and actions makes his decision to take a more supportive role an easy one.
Several week pass, and at last the army marches north, deep into orcish territory. General Pyatt puts together another team, as only one of the original heroes, Darjek Kellroth, is both alive and willing to fight. He finds Taborlin, a paladin of Kelemvor, Kristos, a strange tiefling spell caster, Stick, an elven assassin, and Strings, a cheery Satyr bard.
Our heroes first deal with a nearby root, the so called "iron weeds". A field with iron ore, raising out of the ground like towers. Mysteriously it has recently started to rust. They swiftly venture forth, and carve a path through orcs afflicted with some kind of rust disease, as well as giant rust monsters. The bond is broken, and the root is dispelled. A tiefling woman named Zalaya is captured, and she provides valuable intel.
With the knowledge provided by Zalaya our heroes learn of a plot to put the army into an ambush. Just down the road stands an orcish stronghold. The plan was to allow the attacking army to succeed, and with the fortress occupied by the enemy, a great chasm would open underneath, swallowing soldiers, and unleashing an army of drow and duergar from the underdark. Our heroes entered the fortress through a back door, while the army attacks from afar with arrows and catapults. The battle is fierce, but our heroes return triumphant with more valuable intelligence, as well as another captive, although this one, far less willing.
Upon going over this intelligence the party decides it's next move. To the north west lies a colossal floating island, with a chasm beneath. This chasm is a road to the underdark, a most concerning fact, as the drow and duergar still lurk nearby, their ambush foiled. The root is binded to the floating rock, some three miles into the air. Supposedly ruled over by dangerous apparitions, the party borrows a number of hippogriphs, and flies to the island.. They encounter of a number of angry spirits, and a decrepit manor house. Clues inside lead them to beleive it is the house of Byron Lain, a nobleman from history, known for going mad and slaying his entire household. A fact most chilling, as his home was known to be destoyed, over a hundred years ago. Eventually the party is able to speak with the spirit of Byron Lain, he tells of a terrible demon that possessed him. He points them to the basement, where our heroes manage to kill the demon, disrupt the root, and escape with their lives. The floating island slowly returns to the ground, where it closes the path to the underdark.
They return to the war cap to rest and recover. General Pyatt and his officers are still arguing over the assault on Kvart's Pass, and awaiting the return of several scouting parties. But there is still work, as there is always work to be done.
The party is currently level 6. We have a paladin, wizard, sorcerer/warlock, rogue, and an NPC bard. You may roll for stats, or take the standard array, whatever works for you. We can discuss loot and gear once you create your character...
I enjoy role playing, and I would love for your character to have a backstory. It doesn't have to be deep or well written, just give your character a little foundation.
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