Vknight
2011-02-02, 05:23 PM
Here is some history of the world guys. You can comment about it and give suggestions for me in the OoC. I will go and slowly add more detail but for a world I think it is well thought out.
If you have a prefrence for a portarit used on the battle maps post it on the OoC.
This is large I warn you now. Also this is as much to help players as it is for me to refine my Dming style.
The History of the Realms
UD-100
The Under-dark canyons along the main continent break open & the ‘Spell Distortion’ tears across the world. The world is torn apart along this time line
UD-121
War breaks across the continent to get control of areas not affected by ‘Spell Distortion’ the kings, warlords, & generals of the world squabble for control
UD-162
First sighting of Aberrations from the ‘Far Realm’ Aboleths, Mind Flayers & other monstrosities. Drow from the Under-dark come out fighting back tides of these horrors.
UD-163
Battle begins between the ‘Top Siders’, ‘Under-dark Inhabits’, ‘Far Realm Abominations’ these wars begin.
UD-217
The battles become increasingly worse all sides suffering monstrous battles. The ‘Spell Distortion’ has spread to more places to the world & Under-dark.
UD-250
The God’s & High-Demons send their soldiers to try & not lose those which worship him. They begin striking at the Abominations of the ‘Far Realm’
UD-434
The Mind Flayers retreat into the Under-Dark & Far Realm. The Drow & other races either stayed on the surface well others retreated under back into the caverns they once called home.
UD-435
The Demons try to overrun the gods. This attack upon them is felled by the Top Siders along with new ideas.
UD-507
The Demons have to retreat into the Abyss, this great surge causes the formation of Nine-Hells.
UD-540
The ‘Spell Distortion’ has coated the complete world because all took to war.
UD-562
The people after the strange ruptures from the ‘Spell Distortion’ begin to fear what more it will do now that it covers the world.
UD-573
The ‘Spell Distortion’ rips parts of the world apart. Years of war transformations from the ‘Spell Distortion’ have taken its tool. Parts of the Material Plane transform in climate others twist in there geography. Large pieces of land rip from the world or oceans rising into the sky floating on high
UD-636
The Changes distortions to the world begin to end &the end of the Spell Plague has begun. Those that survive struggle to live new races begin to form. Eladrin first come out into this strange warped world trapped from the ‘Feywild’
UD-638
The First Halflings, Orcs, Giants, Ogres, Goblins, Hobgoblins, Bugbears, Bully-Wugs, Gnolls, Minotaurs, Shifters, Kobolds, Harpy, Troglodyte, Dragonborn, Dwarves, Kenku, Gensai, Slaad, Centaurs, Goliaths, & Wilden
UD-756
The races of the following begin to establish themselves upon the Material Plane building upon them trying to survive
UD-843
Elves begin to form; Half-Orcs & other half species begin to show amongst the world.
Groups begin to diversify in some other races become monstrous warriors.
UD-977
Most knowledge of the monstrous races former intelligence has been lost. Them have become savages evil Demon Worshipers & Worshiping Gods that support cruel acts.
UD-1201
Bits of the ‘Spell Plague’ left within the world activate twisting it once more changes begin to take place & the peoples begin to mobilize to protect themselves
UD-2291
The ‘Second Spell Plague’ ends the world was twisted changed floating islands & other things the intelligent species begin to develop & survive
UD-3421
The new age empires begin to form in this strange world.
UD-4071
Eladrin & Gnomes once more come to this world having once more gained contact with it. A city connecting all the planes is formed named ‘Sigil’.
UD-4392
Warforged are first built using living forges but are soon lost after the creation of +5000 units.
UD-4762
The world & governments, & rulings are firmly under the new age Governments. They are the main countries of the world. They are separated by the wilderness of the Spell Changed. Small Villages, Towns, Cities & what not; these towns are the only safe havens outside; the ‘New Age Countries’
UD-5076
The Current Campaign begins here. Wars cannot be really waged because of the distance separating them.
Religion
All good aligned gods are worshiped by countries. Evil Gods are worshipped in secret. Each country has 1 to 3 patron deities (Deities the general public worship). Temples to all deities can be found throughout each country.
Avandra - Good Goddess of Change, Luck and Travel, Patron of Halflings.
Avandra is a patron deity worshiped by ‘The Collected Bherg’ and ‘Elven Kingdoms’
Bahamut - Lawful Good God of Justice, Protection and Nobility. Patron of Dragonborn.
Bahamut is a patron deity worshiped by ‘The Sons of Dragon’
Corellon - Unaligned God of Beauty, Art, Magic and the Fey. Seasonal God of the Spring and Patron of Eladrin.
Corellon is a patron deity for any ‘Elven Kingdoms’
Erathis - Unaligned Goddess of Civilization, Inventions and Law.
Erathis is a patron deity worshiped by ‘The Empire of Man’ and ‘The Republic of Unteln’
Ioun - Unaligned Goddess of Knowledge, Skill and Prophecy.
Ioun is primarily worshiped by ‘The Elven Kingdoms’ and ‘The Republic of Unteln’
Kord - Unaligned God of Storms, Battle and Strength.
Kord is a patron deity for ‘The Empire of Man’, ‘The Sons of Dragon’ and ‘The Mines of Taazlurrt’
Melora - Unaligned Goddess of Wilderness, Nature and the Sea
Melora is a patron deity for ‘The Collected Bherg’
Moradin - Lawful Good God of Family, Community and Creation (as in smithing). Patron of Dwarves
Moradin is a patron deity for ‘The Mines of Taalzurt’
Pelor - Good God of Sun, Agriculture and Time. Seasonal God of Summer.
Pelor is a patron deity for all countries
Raven Queen - Unaligned Goddess of Death, Fate and Doom. Seasonal Goddess of Winter.
The Raven Queen is not a patron deity for any country.
Sehanine - Unaligned Goddess of Illusion, Love and the Moon. Seasonal God of Autumn and Patron of Elves.
Sehanine is the patron deity for ‘Elven Kingdoms’ along the south east
The New Age Countries
The Empire of Man
This is an empire, ruled by a king with his senate being equal to him. The Senate has 75representives 30composed of the nobles the last 45made of elected individuals. Elections are held once every 3years. This is a powerful & most ancient of the Countries. They have strong tradition & structured society.
A owner of land gives half of his wealth to his eldest child, ¾ of it if he is male. 1/8 the man’s wealth goes to support his wealth if she lives if not then 1/12 is be given to each of his daughter. Any money left will then be divided amongst the remaining sons. 3/6the remaining given to the first, 2/6to the next son, 1/6for the third. The last of the children must make their own way in the world. The man or women can also leave there money to whoever, or put it to a lower Senate to divide it amongst his family & friends as they deem fit.
Example; 5000gp when he dies now let’s divide it his wife lives & he has 5sons 3daughters, his son is his first born unlike a daughter
First Born Son; 3750gp
Wife; 625gp
The Three Daughters; 104gp, 1sp, 6cp
The Second Son; 156gp, 2sp, 6cp
The Third Son; 104gp, 7cp
The Fourth Son; 52gp, 1sp, 9cp
The Fifth Son; Nothing
A traditional society most keep to this system for distribution of wealth. The political & economic structure of this nation holds strong after all its history.
The government has a national army. 15% is made from soldiers which are elite trained from the best of the best. 50% these soldiers are the basic army recruits practically everyone else. 35% these are militia & voluntaries rather than trained soldiers.
Officers of the law are trained to the skill of the regular army with Sheriffs of the nation being men that didn’t make the elite or are just higher skill level than those of the regular army.
Officers of the law are trained experts in dealing with any situation & to handle magic’s.
The Empires tactics revolve around using superior numbers knowledge of the terrain & unrivaled scouts they can outmaneuver the enemy.
The Empire is diverse but the more humanoid & human you are the higher position within society a person will probably have. They are very open to humanoids having racial equality but have troubles with others races.
The empire has stone worked roads letting trade within their borders fast & easy. It’s a country of hills, plains, light forests, & a few swamps. The central river of the country is one of its nexus of trade actually going straight to the capital. Waterworks & irrigation canals these let water be taken to all of the people in the Empire.
The other countries know to not try & fight with the Empire even if they could. Great amount of respect is given for their tradition & ability for those within its borders to be happy. This ability has amazed other countries for it & even as other governments have fallen all respect the might of the Empire.
The Sons of Dragon
An Empire made from the Metallic Dragons & Good Chromatic Dragons. Its subjects are of many races the main kingdom princes & lords are Dragonborn. The Dragonborn built this massive kingdom inviting all races especially draconic races that would give up an evil ways. It is the third oldest of the kingdoms built with draconic rights & rites of passage. These unique outlooks upon the world as all are equals, no matter the race, tradition, religion, gender the Sons of Dragon are open to all.
The empire has no structure to its political & economic ways. It trades in exotics goods made from the draconic arts & dessert items. All citizens are considered to be a part of the army all people amongst the army are trained for combat. Skilled individuals may be recruited into specialty units & the Grand Army.
The Sons and there age have kept around and been able to stay around for its amazing war strength and powerful generals. The army is composed of Dragoon Riders, Hog Riders, Knights, Calvary, and other soldier types.
The races made up of the Sons are anything Draconic along with other humanoids. The terrain of this country makes elves, forest dwelling, and mountain dwelling species extremely rare.
The Sons of Dragon control the massive deserts of Karalzz along with anything along those coasts. Cliffs throughout the coast, Swamps near those coasts, mountain ranges jutting out near those cliffs, oasis dot this strange bizarre twisted land.
Elven Kingdoms
Elven Kingdoms are throughout the world in various places from very small to a decent size most Elven kingdoms are very new having formed within the last 100-200years.
Each of the Elven Kingdoms has different structures some are actually Republics or actual Kingdoms. This differing structure has led to many squabbles and bids for lands amongst these small lands.
Most of the Elven Kingdoms are entirely woods or jungles. Some have noticeable hills and open plains or even a low mountain.
Races in the Elven Kingdoms are generally Elves, Eladrin, Half-Elves, Humans, Gnomes Deva and other races deemed respectable within the individual kingdom.
The Mines of Taazlurrt
The Mines are mainly a large kingdom of mountains that is in the high Northwest. Taazlurrt is used to describe any area with enough control of the surrounding land. There are 2 others in the Grand Continent one in the center of the continent the other in the far south east.
The Mines is a general term with each of these actually being a kingdom even the Mines in the Northwest is actually many smaller kingdoms rather than one collective. This structure leads to political debates and small scuffles between kings for mineral rights.
The Mines are mainly inhabited by mountain faring races because most of the land is mountains or hills. There are also some forest dwellers on the hills referred to as the ‘Low Lands’ by some. Ironically still being higher than most of the continent.
The Republic of Unteln
The republic is a powerful collective of small nations they have formed one cohesive government. They use there merchant and powerful middle-class to keep others from trying to attack them with their ability to have money to outlast the enemy.
The Republic is in the Southwest mainly made of plains, hills, and light forests. It is composed of families of middle class level. The republic has 200seats of office, 190are from merchant families, the last 10are the royal family. These royal members are from the old royal family in power. The merchants use there holds to control trade routes throughout their territory.
The republic is the most diverse of any country for its political, social, religious views. They have the greatest diversity racially of any group. Every race can be found within these borders with them all being represented by the Republics Seat of Office.
The Collected Bherg
Imperialist and massive anything and everything people outside the Collected know not much trade with foreigners inside its borders but around them trade happens. Most merchants traveling near the ‘Bherg’ consider it the finest of lines.
The town you are in 'Riverborn' is situated on a river straddling on one side a 'Mine' the other 'The Sons of Dragon'. It is a small simple town with the river bringing most traders and the easiest route in and out of this valley. The only other routes are going over the mountains or through the 'Mine'.
The mountains jut out from all sides they are especially high to the south were a smaller fiefdom may be found. Over the east and north is the 'Sons of Dragon' the sheer mountains dropping into desert. The Valley has lush hills with plenty of trees slowly ascending the mountains you can veiw the entirety of it in all its splendor.
You are from differemt backgrounds, beliefs, and ideals, but one reason or another has brought all together.
This adventure does not start in a tavern as some. This one begins in a guardhouse.
A sign posted in the town square 'Come those who seek adventure gold awaits those who accept this task'
Standing before those that are assembeled is a Captain of the Guard. A 'Nicholas' a golden Dragonborn.
Tall massive regal, you've been brought together from maybe your church offering its services, the money for the task, guiding spirits of nature, visions from strange mental powers, arcane sights leading your path.
For that does not matter you are all here hired by this man. The task for you to take will be told and your choice in taking it is your own.
Let are adventure begins.
The Large Dragonborn sighs turning to you all his lips purse and he begins to speak his words are rough like granite.
"I don't much like having to use people that are not my own men but this case I have no better option. We've had some troubles and I need some one willing to remove them. Over the last months a former resident of are town one 'Verdin Vyyleise' has been coming from the north causing troubles with magics and a group of kobolds. Now the problem is we don't know from were in those mountains he is coming from and cannot search as we wish without leaving a undefended town. If you have yet to figure this task out I want you to find him and bring back 'Verdin' for trial. The payment is 50gold pieces to each upon his return dead, 60alive."
What do you think?
If you have a prefrence for a portarit used on the battle maps post it on the OoC.
This is large I warn you now. Also this is as much to help players as it is for me to refine my Dming style.
The History of the Realms
UD-100
The Under-dark canyons along the main continent break open & the ‘Spell Distortion’ tears across the world. The world is torn apart along this time line
UD-121
War breaks across the continent to get control of areas not affected by ‘Spell Distortion’ the kings, warlords, & generals of the world squabble for control
UD-162
First sighting of Aberrations from the ‘Far Realm’ Aboleths, Mind Flayers & other monstrosities. Drow from the Under-dark come out fighting back tides of these horrors.
UD-163
Battle begins between the ‘Top Siders’, ‘Under-dark Inhabits’, ‘Far Realm Abominations’ these wars begin.
UD-217
The battles become increasingly worse all sides suffering monstrous battles. The ‘Spell Distortion’ has spread to more places to the world & Under-dark.
UD-250
The God’s & High-Demons send their soldiers to try & not lose those which worship him. They begin striking at the Abominations of the ‘Far Realm’
UD-434
The Mind Flayers retreat into the Under-Dark & Far Realm. The Drow & other races either stayed on the surface well others retreated under back into the caverns they once called home.
UD-435
The Demons try to overrun the gods. This attack upon them is felled by the Top Siders along with new ideas.
UD-507
The Demons have to retreat into the Abyss, this great surge causes the formation of Nine-Hells.
UD-540
The ‘Spell Distortion’ has coated the complete world because all took to war.
UD-562
The people after the strange ruptures from the ‘Spell Distortion’ begin to fear what more it will do now that it covers the world.
UD-573
The ‘Spell Distortion’ rips parts of the world apart. Years of war transformations from the ‘Spell Distortion’ have taken its tool. Parts of the Material Plane transform in climate others twist in there geography. Large pieces of land rip from the world or oceans rising into the sky floating on high
UD-636
The Changes distortions to the world begin to end &the end of the Spell Plague has begun. Those that survive struggle to live new races begin to form. Eladrin first come out into this strange warped world trapped from the ‘Feywild’
UD-638
The First Halflings, Orcs, Giants, Ogres, Goblins, Hobgoblins, Bugbears, Bully-Wugs, Gnolls, Minotaurs, Shifters, Kobolds, Harpy, Troglodyte, Dragonborn, Dwarves, Kenku, Gensai, Slaad, Centaurs, Goliaths, & Wilden
UD-756
The races of the following begin to establish themselves upon the Material Plane building upon them trying to survive
UD-843
Elves begin to form; Half-Orcs & other half species begin to show amongst the world.
Groups begin to diversify in some other races become monstrous warriors.
UD-977
Most knowledge of the monstrous races former intelligence has been lost. Them have become savages evil Demon Worshipers & Worshiping Gods that support cruel acts.
UD-1201
Bits of the ‘Spell Plague’ left within the world activate twisting it once more changes begin to take place & the peoples begin to mobilize to protect themselves
UD-2291
The ‘Second Spell Plague’ ends the world was twisted changed floating islands & other things the intelligent species begin to develop & survive
UD-3421
The new age empires begin to form in this strange world.
UD-4071
Eladrin & Gnomes once more come to this world having once more gained contact with it. A city connecting all the planes is formed named ‘Sigil’.
UD-4392
Warforged are first built using living forges but are soon lost after the creation of +5000 units.
UD-4762
The world & governments, & rulings are firmly under the new age Governments. They are the main countries of the world. They are separated by the wilderness of the Spell Changed. Small Villages, Towns, Cities & what not; these towns are the only safe havens outside; the ‘New Age Countries’
UD-5076
The Current Campaign begins here. Wars cannot be really waged because of the distance separating them.
Religion
All good aligned gods are worshiped by countries. Evil Gods are worshipped in secret. Each country has 1 to 3 patron deities (Deities the general public worship). Temples to all deities can be found throughout each country.
Avandra - Good Goddess of Change, Luck and Travel, Patron of Halflings.
Avandra is a patron deity worshiped by ‘The Collected Bherg’ and ‘Elven Kingdoms’
Bahamut - Lawful Good God of Justice, Protection and Nobility. Patron of Dragonborn.
Bahamut is a patron deity worshiped by ‘The Sons of Dragon’
Corellon - Unaligned God of Beauty, Art, Magic and the Fey. Seasonal God of the Spring and Patron of Eladrin.
Corellon is a patron deity for any ‘Elven Kingdoms’
Erathis - Unaligned Goddess of Civilization, Inventions and Law.
Erathis is a patron deity worshiped by ‘The Empire of Man’ and ‘The Republic of Unteln’
Ioun - Unaligned Goddess of Knowledge, Skill and Prophecy.
Ioun is primarily worshiped by ‘The Elven Kingdoms’ and ‘The Republic of Unteln’
Kord - Unaligned God of Storms, Battle and Strength.
Kord is a patron deity for ‘The Empire of Man’, ‘The Sons of Dragon’ and ‘The Mines of Taazlurrt’
Melora - Unaligned Goddess of Wilderness, Nature and the Sea
Melora is a patron deity for ‘The Collected Bherg’
Moradin - Lawful Good God of Family, Community and Creation (as in smithing). Patron of Dwarves
Moradin is a patron deity for ‘The Mines of Taalzurt’
Pelor - Good God of Sun, Agriculture and Time. Seasonal God of Summer.
Pelor is a patron deity for all countries
Raven Queen - Unaligned Goddess of Death, Fate and Doom. Seasonal Goddess of Winter.
The Raven Queen is not a patron deity for any country.
Sehanine - Unaligned Goddess of Illusion, Love and the Moon. Seasonal God of Autumn and Patron of Elves.
Sehanine is the patron deity for ‘Elven Kingdoms’ along the south east
The New Age Countries
The Empire of Man
This is an empire, ruled by a king with his senate being equal to him. The Senate has 75representives 30composed of the nobles the last 45made of elected individuals. Elections are held once every 3years. This is a powerful & most ancient of the Countries. They have strong tradition & structured society.
A owner of land gives half of his wealth to his eldest child, ¾ of it if he is male. 1/8 the man’s wealth goes to support his wealth if she lives if not then 1/12 is be given to each of his daughter. Any money left will then be divided amongst the remaining sons. 3/6the remaining given to the first, 2/6to the next son, 1/6for the third. The last of the children must make their own way in the world. The man or women can also leave there money to whoever, or put it to a lower Senate to divide it amongst his family & friends as they deem fit.
Example; 5000gp when he dies now let’s divide it his wife lives & he has 5sons 3daughters, his son is his first born unlike a daughter
First Born Son; 3750gp
Wife; 625gp
The Three Daughters; 104gp, 1sp, 6cp
The Second Son; 156gp, 2sp, 6cp
The Third Son; 104gp, 7cp
The Fourth Son; 52gp, 1sp, 9cp
The Fifth Son; Nothing
A traditional society most keep to this system for distribution of wealth. The political & economic structure of this nation holds strong after all its history.
The government has a national army. 15% is made from soldiers which are elite trained from the best of the best. 50% these soldiers are the basic army recruits practically everyone else. 35% these are militia & voluntaries rather than trained soldiers.
Officers of the law are trained to the skill of the regular army with Sheriffs of the nation being men that didn’t make the elite or are just higher skill level than those of the regular army.
Officers of the law are trained experts in dealing with any situation & to handle magic’s.
The Empires tactics revolve around using superior numbers knowledge of the terrain & unrivaled scouts they can outmaneuver the enemy.
The Empire is diverse but the more humanoid & human you are the higher position within society a person will probably have. They are very open to humanoids having racial equality but have troubles with others races.
The empire has stone worked roads letting trade within their borders fast & easy. It’s a country of hills, plains, light forests, & a few swamps. The central river of the country is one of its nexus of trade actually going straight to the capital. Waterworks & irrigation canals these let water be taken to all of the people in the Empire.
The other countries know to not try & fight with the Empire even if they could. Great amount of respect is given for their tradition & ability for those within its borders to be happy. This ability has amazed other countries for it & even as other governments have fallen all respect the might of the Empire.
The Sons of Dragon
An Empire made from the Metallic Dragons & Good Chromatic Dragons. Its subjects are of many races the main kingdom princes & lords are Dragonborn. The Dragonborn built this massive kingdom inviting all races especially draconic races that would give up an evil ways. It is the third oldest of the kingdoms built with draconic rights & rites of passage. These unique outlooks upon the world as all are equals, no matter the race, tradition, religion, gender the Sons of Dragon are open to all.
The empire has no structure to its political & economic ways. It trades in exotics goods made from the draconic arts & dessert items. All citizens are considered to be a part of the army all people amongst the army are trained for combat. Skilled individuals may be recruited into specialty units & the Grand Army.
The Sons and there age have kept around and been able to stay around for its amazing war strength and powerful generals. The army is composed of Dragoon Riders, Hog Riders, Knights, Calvary, and other soldier types.
The races made up of the Sons are anything Draconic along with other humanoids. The terrain of this country makes elves, forest dwelling, and mountain dwelling species extremely rare.
The Sons of Dragon control the massive deserts of Karalzz along with anything along those coasts. Cliffs throughout the coast, Swamps near those coasts, mountain ranges jutting out near those cliffs, oasis dot this strange bizarre twisted land.
Elven Kingdoms
Elven Kingdoms are throughout the world in various places from very small to a decent size most Elven kingdoms are very new having formed within the last 100-200years.
Each of the Elven Kingdoms has different structures some are actually Republics or actual Kingdoms. This differing structure has led to many squabbles and bids for lands amongst these small lands.
Most of the Elven Kingdoms are entirely woods or jungles. Some have noticeable hills and open plains or even a low mountain.
Races in the Elven Kingdoms are generally Elves, Eladrin, Half-Elves, Humans, Gnomes Deva and other races deemed respectable within the individual kingdom.
The Mines of Taazlurrt
The Mines are mainly a large kingdom of mountains that is in the high Northwest. Taazlurrt is used to describe any area with enough control of the surrounding land. There are 2 others in the Grand Continent one in the center of the continent the other in the far south east.
The Mines is a general term with each of these actually being a kingdom even the Mines in the Northwest is actually many smaller kingdoms rather than one collective. This structure leads to political debates and small scuffles between kings for mineral rights.
The Mines are mainly inhabited by mountain faring races because most of the land is mountains or hills. There are also some forest dwellers on the hills referred to as the ‘Low Lands’ by some. Ironically still being higher than most of the continent.
The Republic of Unteln
The republic is a powerful collective of small nations they have formed one cohesive government. They use there merchant and powerful middle-class to keep others from trying to attack them with their ability to have money to outlast the enemy.
The Republic is in the Southwest mainly made of plains, hills, and light forests. It is composed of families of middle class level. The republic has 200seats of office, 190are from merchant families, the last 10are the royal family. These royal members are from the old royal family in power. The merchants use there holds to control trade routes throughout their territory.
The republic is the most diverse of any country for its political, social, religious views. They have the greatest diversity racially of any group. Every race can be found within these borders with them all being represented by the Republics Seat of Office.
The Collected Bherg
Imperialist and massive anything and everything people outside the Collected know not much trade with foreigners inside its borders but around them trade happens. Most merchants traveling near the ‘Bherg’ consider it the finest of lines.
The town you are in 'Riverborn' is situated on a river straddling on one side a 'Mine' the other 'The Sons of Dragon'. It is a small simple town with the river bringing most traders and the easiest route in and out of this valley. The only other routes are going over the mountains or through the 'Mine'.
The mountains jut out from all sides they are especially high to the south were a smaller fiefdom may be found. Over the east and north is the 'Sons of Dragon' the sheer mountains dropping into desert. The Valley has lush hills with plenty of trees slowly ascending the mountains you can veiw the entirety of it in all its splendor.
You are from differemt backgrounds, beliefs, and ideals, but one reason or another has brought all together.
This adventure does not start in a tavern as some. This one begins in a guardhouse.
A sign posted in the town square 'Come those who seek adventure gold awaits those who accept this task'
Standing before those that are assembeled is a Captain of the Guard. A 'Nicholas' a golden Dragonborn.
Tall massive regal, you've been brought together from maybe your church offering its services, the money for the task, guiding spirits of nature, visions from strange mental powers, arcane sights leading your path.
For that does not matter you are all here hired by this man. The task for you to take will be told and your choice in taking it is your own.
Let are adventure begins.
The Large Dragonborn sighs turning to you all his lips purse and he begins to speak his words are rough like granite.
"I don't much like having to use people that are not my own men but this case I have no better option. We've had some troubles and I need some one willing to remove them. Over the last months a former resident of are town one 'Verdin Vyyleise' has been coming from the north causing troubles with magics and a group of kobolds. Now the problem is we don't know from were in those mountains he is coming from and cannot search as we wish without leaving a undefended town. If you have yet to figure this task out I want you to find him and bring back 'Verdin' for trial. The payment is 50gold pieces to each upon his return dead, 60alive."
What do you think?