Evernight

Season 1: 5/28/17 - 8/28/17 (game does on Hiatus)

Players, Season 1: Brent, Scott, Scottie, Andy, Floyd, GM Todd

Characters: Syndra (Half-elf whip & dagger), Ash (Fighter/Cleric-y), Bartholmew (Red Knight), Fazul (Wizard). Elor Ton (Elven Archer)

Introduction

The world of Tarth is a home to heroes. From the original Tarrian the Brave to today's heroes, The Seven. The nation of Valusia is the crown jewel of Tarth, ruled by the benevolent and universally loved King Kaden the 5th. The farms are green, the valleys bountiful, its forests full of game, and rivers full of fish. All of the races (save the orcs of the Dread Mountains) live in peace and harmony.

The Scourge: Tarth was not always the golden age you now live in. Nearly a 1,000 years ago, a race of spider-like creatures dominated Tarth. The elves hid away in their forests, the dwarves hid deep underground, and humans - what little there was of them - hid wherever they could.

Tarrian the Brave: The female warrior Tarrian the Brave won the favor of Solace, the sun god, and rose up against the spiders. She united the races of Tarth and fought back against their oppressors. She and her companions eventually took the fight to the spiders underground lair and defeated their Queen. While none ever returned from this battle, the spiders were defeated and The Scourge came to an end.

Race Wars: With their leaders perished, the races of Tarth fell into squabbling. Centuries of an again, off again race wars ensued. This finally ended a little over 100 years ago when the human King Kaden the 1st was able to create a truce between the races. This peace has lasted a century now and shows no signs of weakening.

Today: Things are good in Tarth. King Kaden rules from King's Port, the people prosper, the land is at peace, and what trouble there is is dealt with by the heroes of Tarth.

Sa Karan: The early humans, perhaps pre-Scourge even, where known as the Sa Karan. They had magic capabilities that are lost to today's mages. Their lairs are dotted about Tarth and make for excellent adventuring.

Big Damn Heroes

As noted, Tarth is a land of heroes and this continues today. Citizens that accomplish great things are recognized in the Ceremony of Solace's Flame, after which they are officially known as Heroes of Tarth. The Heroes are treated as such by the people of Tarth and in return the Heroes aid people as needed. Some of the current Heroes:

    • The Seven: Tarth's most famous and capable heroes. Every child learns their names at a young age, woman swoon when they pass, and bards sing endlessly of their exploits. They are: Ulrich the dwarven warrior, Sarrian the elven ranger, Wygand the warrior, Zelda the Sun Priest, Spyke the mischievous rogue, Tyvek the one-eyed fire mage, and their leader Kerreth The Righteous, the most famous Red Knight.

    • Scarlet Riders: Lead by the young noble Trabian Galstaff

    • Golem Slayers, lead by Ragulon

    • Other Hero Groups: Spider Slayers, The Storm Grinders

King Kaden is assisted by Lord Herrick (Red Knight), Council Arwick (Human mage), and his daughter Princess Rayna (Queen Isadore died in childbirth. The most tragic event in Tarth of the last 100 years.)

Character Building Stuff

Start at novice. $500 money. Standard rules. Use Fantasy Companion if you like.

Gods: The humans of Tarth all worship Solace, the sun god and he is their only god. Solace is the only god capable of granting priestly powers in Tarth and his priests are known as Sun Priests while knights' of Solace are known as the Red Knights. Every human mother wants their child to grow up to be a Sun Priest or a Red Knight (these are special edges). Dwarves indifferently worship Terrax - Lord of the Earth and The God in Darkness. Orcs and some half-orcs worship Kargak - God of Slaughter and Savagery. Elves worship nature in general and recognize Solace as part of that.

Race: Dwarves, Elves, Half-elves, Half-folk, Half-orcs, and Humans. I have setting rules for all but humans which are standard. Ask if you play one. There are some specific race-based edges as well. The races play basically as their fantasy stereotype.

Gunpowder: Dwarves have invented gunpowder and limited black powder weapons are available to dwarven characters or others who have trained in King Kaden's private guard.

Arcane Background: Miracles are only available to Sun Priests or Red Knights. Arcane is available to take. None of the others are allowed. There are some special spells with the campaign.

Underground: Just heads up, a good part of this campaign is underground and light sources/vision will be useful.

Starting Point: You characters are an adventuring group that has achieved the attention of King Kaden. You're invited to King's Port to undergo the Ceremony of Solace's Flame to become official Big Damn Heroes. Figure out what specific heroic thing your group did, how you did it, and a name for your group.

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