Far in the north of Nolaria, between the mountains and the sea, once peaceful valleys are being raided by cruel warlords. Hordes of monsters are leaving the mountains seeking new lairs, land, and food. Fishermen are robbed of their catch, farmers of their crops. Things looks grim indeed.
Seeing that there is no future in farming or fishing, some of the stronger youngsters are striking off on their own, learning to live off the land and perhaps fight for a better way of life. These country folk are being joined by disaffected sons of merchants, daughters seeking to avoid the enslavement of planned marriages, and even the occasional person of a non-human race (elves, dwarves, and gnomes).
It’s a dangerous thing to do, leaving the land. Wandering people are sometimes impressed into work gangs or conscript armies. Care must be taken to stay out of sight to avoid being taken. This is made more difficult by a lack of money, tools, and resources, but those willing to fight for a better life will find a way.
The game opens during Game Week 500 (GW-500) in the village of Felton far enough away from the centers of conflict to plan a bit, perhaps train and gain the tools of survival. Felton is a farming village on the shores of Feltar Lake, surrounded by forest and mountains. Peaceful for the moment, but crop raiders have started hitting the farms further north and are getting closer. Are you ready to do something about it?
Start Notes for Character Types
Human Peasant
Peasant characters are assumed to have come from the countryside around Felton and as far north as Amdell. Background can be worked out with the DM. As noted in Starting a Character, peasant characters will have very few resources or tools. On the other hand, you may have several country skills that will help you to survive in the country or wilderness. Equipping your character should be high on your list of things to do at first. Peasant mages should assume that they have just completed their initial training with Wizard Alabaster, unless they have chosen the way of Sorcery.
Human Townsman
Town characters are assumed to have come from Allegory. If you think your character might be from further away, talk with the DM to determine where that might be. Those from Allegory will know their way around the town and how to get there from Felton. Exactly why you are in Felton is up to you to figure out. Town characters start with more gold than peasants. You may spend some or all of it on equipment at the general rates. Weapon choice is not taken out of initial gold. Town mage characters should select a master whom they trained under. See Starting a Character. Making contacts in Felton should be your high on your list of things to do at first.
Non-Humans
Non-human characters may be an elf, half-elf, dwarf, or gnome. If you have chosen to be an elf, assume you are from the Lithiel Forest far to the west. You are probably on your "coming of age quest". Half-elves should assume that they were born locally to a human mother and abandoned. Dwarves should assume they are of the Iskander Clan to the south. You might have been sent out to look for new mining opportunities or some similar errand. Gnomes should assume that they are from the Glittergold enclave in the Lexi River Valley. Speak with the DM about which Gnome family you might be part of - it will determine which skills you are likely to have. Non-human characters are likely to start with more gold than humans. It can be used to buy equipment at the going rates.
In general, it will be easier to play a human character than a non-human one. The country folk distrust non-humans and will usually have little to do with them. Non-human characters have several restrictions places on the, defined in the Erebus Player's Handbook. The number of non-human characters will also be limited by the DM to maintain game balance.