Discovered Locations:
Karstaag:
- A cold and quiet town on the wintery coast of the Cordelia Blue, in the northwestern corner of Nidavellir.
- Most of age spend a majority of their days working on wooden fishing boats, weaving through the labyrinth of icebergs nearby.
- Trading ships come up from the Gold Coast regularly and Karstaag has come to depend on it.
- The village chieftan, Yuron Whitemane leads the small community.
Castle Hendraheim:
- A fortuitous engineering feat that rests at the Southern border of the Basilisk’s Spine Mountains.
- This stronghold is where Chonka’s story begins and was where the some of the last battles of the Great War occurred.
- The Commander of Castle Hendraheim, a icy cold man named Julian Seeder, runs the stronghold with an iron fist. He is determined that the world must remain ready for a second coming. He’s a real arsehole.
Basilisk’s Spine Mountains:
- The vast mountain range that dominates the northwestern landscape of Nidavellir.
- This mountain range has been explored by many but has never been charted in it’s entirety.
Spirit Crest Castle:
- A Castle in the Northeastern corner of Nidavellir, lost in a dense forest of weathered white birch.
- This is rumored to be a place of great power.
- This structure was built and named after the Chasm adjacent.
Spirit Crest Chasm:
- The scar in the world.
- Exists behind Castle Spirit Crest.
- It is rumored to be the source of the Castle’s power and that of an unknown list of things in the world as we know it.
- The bottom of this Chasm has never been found.
Brightcliffe:
- A large city in the southwestern corner of Nidavellir.
- This city is named after the way the light dances off it while standing proudly atop a giant cliff, overlooking miles of the Cordelia Blue in every direction.
- The city’s elite proudly tout that they are some of the first of those south of the Basilisk’s Spine to feel the warmth of the rising sun.
- The city has thrived over the years due to the consant flow of traders that commute up and down the length of the Gold Coast.
Summary of Events:
A tiefling rogue by the name ofRenvoxlous Prodfoot (Ren) leaves his home of Brightcliffe to travel the world, as is the coming-of-age tradition of his beloved adoptive Prodfoot family. Deep in the northern woods, he meets a half-elf hermit by the name of Iolair Sky-Touched. Iolair had grown incredibly knowledgeable about sorcerous magic as well as the nature of the world during his meditative isolation. However, this chapter had past and he grew eager to play his part in it. The two could not ignore the rope of destiny they felt had bound them both. The agree to meet once again “in the woods to the north” when the time had come.
On his return back to Brightcliffe, Ren stops at Castle Hendraheim to rest and collect supplies for the last leg of his trip. Fate introduces his to the esteemed and charismatic veteran of the Great War,Chonka Kahn. This mountain dwarf fighter had grown weary of the rigid beliefs of her superiors. This disdain for the increasingly authoritarian views of the current leadership was the fertilized soil in which the seeds of dissent were planted within Lady Kahn’s head.
Upon returning to the shining walls of Brightcliffe, Ren discovers that his family has disappeared without trace. The local civillians responded to inquiry with averted eyes and a staggering lack of information. Determined to take matters into his own hands and save the family that once saved him, Ren sets out once again.
A few years has passed since Ren’s family went missing and all leads have gone cold. Having thoroughly searched up and down the Gold Coast, the tiefling heads north, into the Basilisk’s Spine Mountains. It is there that Ren discovers an ancient relic buried in the ice. This warforged ranger was assembled with the purpose of keeping the scales of life in balance. Rotanim Ret (Rota) joins Ren to fill the void left by his completed prime-directive. Ren and the Great War centurion depart to see an old friend at Castle Hendraheim.
Since their last meeting, the seeds of doubt once planted had blossomed and flourished within Lady Kahn’s head. Inspired by the tiefling’s grip on the reins of life, the dwarf realizes that her future lies at the end of the path she chooses. The trio leave Castle Hendraheim in search of what comes next. Afterall, Ren’s family is still missing. Their search takes them into the wooded mountains to the north as Ren remembers a promise he once made with a sorcerer. The trio meet wtih Iolair “in the woods to the north” and it is there that they discuss the future, the path to get there, and the rope of destiny that now bond all four adventurers together.
A lead lands them in a town called Karstaag. While patrons of the Moorside Inn, a young boy approaches the party with a request for audience from the villiage chieftan, Yuron Whitemane.
This tall, icy, looming man informs the party of recent disapperances. “There is something stealing our livestock. If this continues we won’t survive the winter.” He suggests that we search The Frozen Maw; a cave found deep within the Basilisk’s Spine Mountains. As a reward, he will give us information on a local temple that is rumored to contain several weapons of great power. The party accepts his proposal over a drink. They set out the next morning for the Frozen Maw.
On their way, they reach a clearing in a valley with a large dark stone obelisk in the center. As they approach the obelisk, six wolves attack…
Session End.