'The Assembly' Campaign

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 Episode 7: The Assembly Campaign - 2009-12-19 
In the Meantime...... (Member Submission!) 
After the group parts ways, Tyrion heads off towards the smithy to speak with Thair Coalstriker about procuring a long bow.

Thair is a rough-and-tumble sort, knows he's tougher than most people he meets, but also knows he's older and not as tough as he used to be. He doesn't usually get requests outside of Lord Padraig and seems tickled at the idea. He charges 30 gp for the bow, giving him a day to make it, but..." a rebate of one gp per kobold scalp that ya get from the use of the bow that I make ya!" He rather likes the idea of contributing somehow to the eradication of the kobold threat. Says he offered the same deal to Ninaran; got nothing but a cold stare as a response.

Then Tyrion heads over to the Warrior's Guild in hopes of finding some sparring partners to practice his swordsmanship with and get in a good workout/training. In doing so, he tries to glean some information about how they feel regarding the situations around the village with the kobolds and if they've noticed dangers increasing. In asking about Ninaran: if they've had any dealing with her, if they know where she lives, etc.

The soldiers appreciate the chance to practice with "a real live adventurer," though they try not to seem too impressed... in between clanging of swords, you get the sense of "this isn't what I signed up for," from many of them, though they obviously still acknowledge their duties. They seem to think the kobolds have become "unnaturally organized" and are better equipped than most; while that doesn't stop them from defending the village, it certainly makes them think twice about bringing the fight to them. "Who knows what they've got in there?" is a prevailing sentiment. One tells a story about how a kobold witch doctor tried to "drain his life force," and how that was enough to make him defend the wall and not a thing more. The militia don't know much about Ninaran; they have seen her about town sometimes, but she never buys anything, not even arrows. They think she is either none-too-bright or just insensitive; she does not seem to understand the level of the kobold threat, usually ending any discussion about it with "They're just -kobolds!-", rolling her eyes and walking away...

Ninaran never does show up at the inn that evening. A check along the wall reveals no obvious kobold spies, though your presence is obviously appreciated by the 2 guards on duty.

After the workout, Tyrion heads back to his room to clean up. Then he heads back to Wrafton's Inn for dinner and a few drinks but mostly to wait and see if Ninaran shows up. Trying to have a good time, trying and fit in a little bit with the locals and of course hit on the more attractive, single females!. If Ninaran shows up, Tyrion knows he won't be able to avoid asking why she left the band of Rangers so suddenly. It still seems strange that a few days after she left they were ambushed and all but slaughtered (except for Tryion and the man he saved who ended up dying anyway due to the severity of his wounds). Tyrion also can't help but ask if she'd like to help put together another guardian group to first of all track down those who attacked us and then protect this little area of the world.

She probably won't show up anyway... Tyrion thinks to himself. I'll have to spend my time at the Inn. Maybe before turning in for the night, I head to the walls to do a bit of scouting; see if I can spot any kobolds that are spying on the village. Not to engage them, just more or less looking out to see their activity increases at night or if they have an interest in the village.... hmm....
 Episode 6: The Assembly Campaign
 2009-11-01 
 Aftermath of the Ambush 
After searching the bodies of the kobold marauders, Aamraq recognized an obsidian symbol on the shaman as being a crude rendition of the demon lord Orcus, Prince of the Undead. An interrogation of the surviving kobold dragonshield reveals that a goblin named Irontooth is in command of the kobold forces that are plaguing the area. The kobold confirms the location of the lair as detailed by Lord Padraig.

Spending the rest of the day to recover and learn more about the area, the group splits up and goes about town, trying to learn what you can before heading off to the dragon mound in the morning.

Winterhaven Village, Population 977

The rutted Kingï¿1/2s Road leads to the foot of a broad hill that holds the walled village of Winterhaven. The village is nestled in the southern foothills of the Cairngorm Peaks. The walls are weathered stone topped by defensive palisades. Small thatched homes stand around Winterhaven, each fronting a small piece of farmland or pasture. Beyond the farms to the west and south lie dark woods, and to the north, tall mountain peaks. Most residents of Winterhaven have never traveled beyond the village vale. The majority of villagers are farmers, though the walled heart of Winterhaven employs various craftspeople as well. Wagons occasionally head east down old Kingï¿1/2s Road from Winterhaven to find trade with the next village, which lies five days away. Sometimes wagons come into Winterhaven, causing the villagers to excitedly gather in the Market Square to hear news of the outside world and to buy new and exotic goods.

Leadership: Ernest Padraig, the Lord of Winterhaven, is descended from the noble family that ruled the area under edict of the old empire. Folks around Winterhaven were happy with Lord Padraigï¿1/2s fatherï¿1/2s authority, and they have found answering to the rules of the new lord no more arduous. On the other hand, Padraig doesnï¿1/2t have absolute power. For instance, he has been unable to raise a force from among the villagers to deal with the kobold problem on the road. Padraig commands the Winterhaven Regulars, a core group of ten soldiers who perform guard and police functions in and around the walled portion of the village. The Regulars patrol in pairs. To augment this force, Padraig can muster a group of about fifty civilians, given a dayï¿1/2s notice. However, he can only do this if the village itself is threatened--the villagers have no desire to patrol the road beyond the farms. Demographics: The population of Winterhaven is predominantly human, with a scattering of dwarf families, and a handful of individuals of other common races, including a couple of elves.

Economics: Winterhaven is primarly an agricultural village based on barter and trade, though Lord Padraig keeps a monetary system afloat with his own coin. Adventurers should have no trouble purchasing appropriate items for which they have sufficient coin.

Outer Gate and Walls Open by day, closed and barred at night, the outer gate is policed by two guards regardless of the hour. They nod amiably to locals, and point travelers (whom they assume to be traders) to Wraftonï¿1/2s Inn. Winterhavenï¿1/2s walls have a narrow parapet extending around the inside edge. If Winterhaven comes under attack, the Regulars and what militia can be raised from among the civilians guard the walls to stave off the threat.
Wraftonï¿1/2s Inn This spacious inn and tavern serves as the public house for the region. Like alehouses everywhere, Wraftonï¿1/2s Inn offers beer, wine, and, on occasion, spirits. Meals are served for those with the coin, and beds for travelers are available. A crowd of villagers gathers each night to drink, gossip, sing, and play games of chance. In addition to village residents, any travelers passing through Winterhaven are found here. Anyone in Wraftonï¿1/2s knows the general history of the village and the nearby ruined keep. Salvana Wrafton: Wraftonï¿1/2s owner and proprietor is a female human named Salvana Wrafton. She employs several waiters, waitresses, and cooks. Salvana is friendly and open, quick with a smile and a warm welcome.
Eilian the Old: This old farmer is a regular customer at Wraftonï¿1/2s. Every night, Eilian takes a seat at a table in the corner. He has a farm down in the valley along the Old Kingï¿1/2s Road. Eilian has an interest in Winterhavenï¿1/2s history. He is a good source for local information, and he loves to talk.
Valthrun the Prescient: Valthrun is a sage and scholar who lives in a tower within Winterhavenï¿1/2s walls. On occasion he shows up in Wraftonï¿1/2s to socialize. Valthrun is knowledgeable about the area. Lord Padraig: From time to time, the townï¿1/2s lord (level 3 human warlord) visits Wraftonï¿1/2s. All those present doff their hats and call him Lord, after which he retreats to a corner table and sips beer. He is amenable to speaking with adventurers who approach him.
Ninaran: A quiet elf hunter who usually drinks alone, Ninaran is not interested in conversation.
Market Square Every other day or so, carts and wagons gather in the square and offer goods to the people of Winterhaven. Once each week, the official Market Day acts as a sirenï¿1/2s song, calling most of the villagers to shop and socialize in the square. Farmers sell produce, hunters hawk smoked meats, villagers sell crafts, and sometimes a trader from the east sells implements or costly goods.
Delphina Moongem: Delphina turned away from the forest of her elven roots to live an urban existence, if Winterhaven can truly be called such. Delphina can be found in the square on Market Day selling wildflowers from her cart. She is happy to tell visitors about Winterhaven. She collects wildflowers north of the village, and she has seen goblins around the ruined keep visible in the foothills to the north.
Stables On market days these stables are filled with mounts and other beasts of burden used by sellers to haul wares. Travelers can stable their mounts here for 2 sp per day.
Smithy: A dwarf named Thair Coalstriker owns the village smithy. PCs can purchase a variety of mundane wares here, including spikes, weapons, heavy armor, and so on. Simple weapons are readily available, but military weapons require one day to complete, and superior weapons require a week of work.
Valthrunï¿1/2s Tower This five-story structure is the highest building in Winterhaven. The tower is rumored to be over 300 years old, and Valthrun the Prescient is its most recent resident.
Bairwinï¿1/2s Grand Shoppe: Bairwin Wildarson traveled the world, or so he claims, before setting up shop in Winterhaven ten years ago. He has a variety of items available for sale. He is rumoured to occasionally has a few minor magic items for sale.
Warrior Guild: Winterhaven villagers can join the Warrior Guild and train, once per week, in basic sword and shield skills. The guild trains in Market Square on days when the market is not open. Some citizens earn militia pay (a few silver pieces per year) by training at least once per month and being on call for emergencies. Rond Kelfem, captain of the Winterhaven Regulars, also oversees the Warrior Guild. He can be found here, in the barracks, or on guard duty, depending on the time of day.
Tenements: The large tenement structure features apartments for the village residents who donï¿1/2t own farms or who work in the businesses within the walls. Several families also live in the homes (buildings labeled H) on the west side of the village. Most of the villagers who live outside the walls are farmers and crafters who bring their wares to the Market Square to sell or trade.
Temple: This large stone structure is the village temple. Of the several deities worshiped by locals, Pholtus, god of celestial lights, is the most prominent. The temple priest, Sister Linora, runs services in the temple three times per week, but otherwise she is not often present. She prefers to travel among the homes outside the walls, dispensing care to villagers and animals and helping with various farm projects. Although Linora is not a cleric, she is a non-heroic priest of Pholtus. She doesnï¿1/2t have access to cleric powers, but she has been known to perform the following rituals: gentle repose, cure disease, and raise dead.
Graveyard: Winterhaven has a graveyard for which Sister Linora serves as caretaker. The graveyard is located a short distance south of the walled town.
Inner Gate This gate is closed and guarded by two Winterhaven guards during the daytime. They sternly regard anyone who approaches and question all who wish to visit Lord Padraig in his manor without an appointment.
Winterhaven Siege Supplies Though it hasnï¿1/2t happened in a couple of years, on occasion Winterhaven comes under attack from bands of goblins, kobolds, or even gnolls. When such an event happens, the villagers seek refuge inside the walled keep and subsist on the supplies of water, flour, and other basic foodstuffs stored here.
Winterhaven Barracks: This military-style barracks is home to Winterhavenï¿1/2s ten professional guards, the Regulars. During the day, only two can be found here; the other eight are on patrol. At night, eight guards sleep here while the two on duty are stationed at the outer gate. The guards in the barracks respond quickly to any call to arms from the manor or elsewhere within the walls of Winterhaven.
Manor House: This grand manor home was built when Winterhaven was an outpost of the Nerath Empire. Staffed by five servants, the manor house where Lord Padraig, his wife, and their four sons live is a beautiful example of stone architecture in a village otherwise composed of thatch and wood.
 Episode 5: The Assembly Campaign
 2009-10-09 
 Now Five There Are 

We pick up the story, the heroes have rescued Kira and her infant child...
The heroes introduce themselves to Tyrion and Elias, then Aamraq takes Kyla and her child back to village
Militia meet them and take them back to village Torrin moves door Elias flails throwing torch, then Tyrion fails too! Torrin tosses torch inside They can see bloody figures on the floor Sure they're eaten old man & woman dead Tyrion goes in then Torrin, then Elias Aamraq guards entrance Varis checks out other crypt, but hears nothing Varis joins the group in the girsly crypt Tyrion studies the gems (perception) Torrin, then varis, then Elias (it starts glowing) then tyrion Varis & Tyrion stealth down the stairs
Aamraq carries torch
Man in grey robes tied dowon on slab with black skull on his chest
A purple glow seems to be comign from the skull two zombies, 2 sekeltons & 2 ghouls turn on the heroes
Varis designates zombie as quarry & shoots 2 zombies & kills both
Tyrion walks in &^ ghouls move to attack him Elias slashes (Crit) a ghoul and healing surge for tryion varis executes skeelton ghouls attack tyrion again aamraq moves down & blades of astral fire to protect Tyrion and Elias but misses ghouls Elias attacks zombie & shifts Varis Torrin runs down & shoots skeleton but misses Varis misses Skeelton shoots aamraq (3) Aamraq rebukes undead and kills a skeleton, pushing ghouls & dazing them both Elias saves vs. poison Torrin attacks ghouls, hits w/axe & breahtes acid but misses both ghouls Tyrion saves Aamraq mantle of infidel & hits ghoul increasing -2 to -4 Elias cleaves through ghoul and finishes it off, granting bonus to varis
Torrin recovers from immobilization Varis misses twice Tyrion cleavse into ghoul (bloodied) Aamraq misses w/mantle Elias heals Torrin Torrin becomes mobile again (save) Varis hits ghoul Tyrion misses & hits 2nd (11) Ghoul attacks tyrion tyrion falls unconscious Aamraq misses again Elias swings & takes down Ghoul varis runs over & stabilizes Tyrion Aamraq knocks skull off chest & unties captive Captive seems concerned about ghouls He introduces himself as Holt Nass' nephes; Varan-Kall He makes mention of "Queen Protect them"... what queen is he talking about?
He admits to being a scholar first and foremost Says he acquired a book from a travelling salesman (& servant) Claims he didn't know what skull does Onyx skull is a replica of a much more powerful item Elias finds map Torrin takes skull and wraps it in his pack Aamraq recognizes the mouth of Orcus as "going down through the maw" of Orcus Maybe used now by worshippers of raven goddess Salesman KNEW what he was doing! Thought the salesman was powerful
Varen kept saying "I had no idea" this would happen... hmmmm He describes teh salesman as having dark sin, bald & the whisp of a beard said his bodyguard said nothing the whole time When examining the body we determined that the body had been feasted on, but his neck was broken first! varen is re-united with family white griffon inn whenever we want +50 gold each headed to the Theocracy of the Pale Tyrion is looking for Ninneran

 Episode 4: The Assembly Campaign
 2009-09-19 
 The Meeting 
Every story has a beginning... and this time, it is no different.

The story begins with a scene in a tavern. This tavern is no different from most, except on this night, it plays host to a gathering unlike any other in the Flanaess. This night will be one that will be remembered by Velnuans for decades.


Torrin walks into Inn from the cold outside
Walks up to bar without saying anything and barkeep asks him if he wants a drink
says no, then barkeep asks what he's there for, and he replies, "I received a letter."
Barkeep quickly mentions by the look of you, probably here to solve our trouble
Torrin replies "what trouble", and the barkeep looks surprised. Even though he tries to give more to drink, Torrin refuses again
From the distance, a figure cloaked in shadow watches intently the exchange. Near the tall fireplace of the tavern one of the most notable figures, tall and stoic even seated is a finely garbed man speaking with a man of plain and nondescript dress. This figure turns to watch the exchange Torrin is having with barkeep but does not end his conversation with the commoner.



He notes that:


50 years ago, settlers ancient secure crypts hallowed graveyard
Maracress is the headwoman/mayor (she worships Rao)
Riyan Reesagosen disappeared
Laren attacked by zombies
2 days family disappeared
Abducted (Kyla Taal, Varen, Lyse (kid) and Holt (father). Holt Taal is another member that Aamraq sent a letter to
Maracress comes to explain to heroes that they're being plagued by undead and she needs heroes to empty the crypt
Offers to pay gold and take care of all expenses, to which heroes agree
Varis says they'll discuss, and she said come see her when we decide.


Once she leaves, a boy named Max offers to shwo teh heroes the direction of the graveyard. Rather than wait, the heroes decide to go immediately to the Crypts to see what's going on.

On the way, we stop at a small farmstead where Laren (who was attacked by zombies) lives. He describes having seen a zombies face in teh dirt, and when he ran, dogs caught him and bit his leg (bandaged).

Torrin looks at leg (heal check) and sees that it's not bandaged properly. He offers to re-bandage it and cuts off diseased flesh with his clawed finger. Despite the pain, Laren thanks Torrin for his attentions.

The heroes turn to the GY and see three large crypts at the other end.

Varis scouts around the entire graveyard, but sees nothing of consequence and returns to the heroes prompty at the gate.

Torrin, tired of no action strides forward. The heroes accompny him, and almost as if stepping into the GY signals the undead to their presence, a Skeleton and 3 dogs appear.

Varis: 1 shot killed skeleton

Aamraq: blasts mantle of infidel hoses hound

Hounds: 3 attack aamraq but resists from necrotic

Torin: Spinning sweep hit & prone dog

Varis hit

Aamraq: rebuke and HOSES all dogs; very successful; and pushed them away

hounsd attack torin and cut into him

Varis shoots 1 dog

Aaamraq uses execration and kills another

Torin hits sure strike

Varis twin strike and finishes a dog

The heroes then hear a scream from the three crypts

aamraq recognizes arcane sigils broken on crypt but knows they're religious in origin but NOT a good religion!

Torin rips open the huge stone door from where they heard screaming

Pitch black in crypt but a ghostly arm extends and drains Torrin for 15 damage!

Skeleton rushes forth and stabs torrin

Aamraq turns the undead, pushes them away & slides torrin back a stp adjacent to VVaris

Varis shoots skeleton

visions of blood kills banshee-thing

Varis finishes skeleton

screaming coming from ditch

"lise and kyla" my husband and varen still missing
 Episode 3: The Assembly Campaign - 2008-10-12 
Letters from a Stranger... (Member Submission!) 
To Elias:
==========================================
Greetings,

I am Aamraqallahman.

I have been writing this letter in my mind for many weeks. Each time, I erase it and start over again. Each time I imagine you reading it, your reaction is different.

Will you be curious enough to do what I ask of you? Will you ignore the letter and continue on your own path? Did you already know I would request this of you?

You likely have no memory of me, but I know you already. And so it is that I request you join me at the White Griffon Tavern in Col Fen; that we might meet. I will be staying there during the Days of Thought in the month of Suns'ebb two months hence. I would like to share some valuable information with you. I hope you read this letter, and agree to meet.

Aamraq


To Torrin
======================================
Greetings,

I am Aamraqallahman.

I have been writing this letter in my mind for many weeks. Each time, I erase it and start over again. Each time I imagine you reading it, your reaction is different.

Will you be curious enough to do what I ask of you? Will you ignore the letter and continue on your own path? Did you already know I would request this of you?

You likely have no memory of me, but I know you already.

And so it is that I request you join me at the White Griffon Tavern in Col Fen; that we might meet. I will be staying there during the Days of Thought in the month of Suns'ebb two months hence.

I would like to share some valuable information with you. I hope you read this letter, and agree to meet.

Aamraq



To Varis
=======================================================
​Greetings,

I am Aamraqallahman.

I have sought long for knowledge of your whereaabouts, and this letter carries both hope and promise; for both you and myself.

Though we have never met, I know you well. I can attest that knowing one's past does indeed better enable one to predict their own future. That 'purpose' is the only thing that matters in this world, and that we seldom choose it for ourselves.

And so it is that I request you join me at the White Griffon Tavern in Col Fen; that we might meet. I will be staying there during the Days of Thought in the month of Suns'ebb two months hence.

I have information that will be of great interest to you... and to your family.

I trust this letter finds you, and finds you well.

Aamraq
 Episode 1: The Assembly Campaign - 2015-05-27 
The History of Ro-Altaris-Alar... (Member Submission!) 




Common


Giant




Firstmonth


Iu-Tarthes




Secondmonth


Ae-Noman




Thirdmonth


Ai-Gebbon




Fourthmonth


Ko-Fenas




Fifthmonth


Ji-Nara




Sixthmonth


Rin-Taras




Seventhmonth


Pal-Henach




Eightmonth


Yun-Feerna




Ninthmonth


Te-Carob




Tenthmonth


Na-Vesto




Eleventhmonth


Al-Gerran




Lastmonth


In-Dearam





Ro-Altaris-Alar, Giant Steward
Quick Facts:


Giants do not worship gods.
Giants first came to Dor-Erthenos (the lands of the Diamond Throne) in the year 1228, landing at Khorl..
After a thousand years of Dramojh rule, the Giants arrived and started kicking ass.
The first Giant city in Dor-Erthenos was Du-Nor, at Khorl.
Moving along the eastern coast of Dor-Erthenos, the giants re-claimed city after city and finally came to the Ghostwatch, where they built Ka-Rone a
d began to move inland to combat the Dramojh forces.
Current ruler of The Diamond Throne is Lady Protector Ia-Thordani, in power only a year.  She is not married, but is accepting suitors.
Giants are the only members of The Observance, whose sole power is to elect, supplant and advise rulers of The Diamond Throne.
There are 16 Giant Stewards in Dor-Erthenos, each based out of a major city.
Current Steward of De-Shamod (the most magnificent Giant City in Dor-Erthenos) is named Dro-Kareth, a huge giant steward appointed by the Monarchy.
Dor-Erthenos (Land to the West) - The Giants of today call the entire continent of the Diamond Throne
Serran � The common word for the world
Feykin � What Giants affectionately call Faen
Little Brother � what Giants affectionately call a well-liked human
Bru-Nothan � the term used for the “Giantish Histories”; the most reliable historical account of the evolution of Serran
Chi-Julud � the mindset of a Giant set on going to war/combat
Si-Karan � the mindset of a Giant when protecting and caretaking something
Du-Nor � the first Giant stronghold established in Dor-Erthenos after their first landing at Khorl in 1228.
Ka-Rone � majestic city built at the mouth of the Ghostwatch
De-Shamod � greatest of all Giant cities, where lies the Diamond Throne


General Appearance:
This is what the character looks like.  The player should note the character's hair, eye, and skin colour, favourite clothing, height, weight, favourite equipment and so on.  The list should start with what a person might see when glancing at the character quickly, and finish with what might be seen if a person studies the character for a while.
Altaris is a powerfully built, domineering figure.  As a giant, he is proportioned similarly to all humans, but he stands just under ten feet tall! Daunting and impressive, Altaris has brown hair, worn long about his shoulders.  With brown eyes and a huge smile, Altaris is charismatic and approachable, pleasant and kind in his slow-to-act, long-to-think demeanor.  Altaris has trained for many years in his native lands to learn the traditions and rituals of his people before he came from across the sea, and has become well versed in the history and legacy of his race.  Altaris’ knowledge of ceremony and his understanding of the giant way of life has increased his physical presence, and he now towers over even other young giants.  Altaris possesses an innate muscularity, beyond many of his giant brethren.  With his incredibly wide shoulders, Altaris’ arms reach almost as far across as he is tall; his fists are as large as a human’s head and his legs are more akin to tree trunks.

Altaris prefers to wear the ritualistic garb of his homeland, a long flowing tunic, bound at the waist with pants well tailored for his incredible size.  Often wearing grey and black, Altaris reserves the giant-favoured white for ceremony or other special occasions.  Despite his size, Altaris is very self-sufficient.  He carries naught with him but a several pouches on his belt and occasionally carries a sling over his shoulder.

Personality:
This refers to the character's general behaviour, temperament, wit, sense of humour, and other non-physical traits.  Sum up the character in a few paragraphs.  This information should give you a clearer picture of what the player is trying to do with the character. 





Day of the Week



Dawnday/Dawday




Waterway/Waday




Earthday/Erday




Halfweekday/Hawday




Skyday/Skiday




Firesday/Firday




Restingday/Resterday





Altaris is a patient and respectful giant.  Because of his size, he is often initially regarded as a battle-hungry fiend bent on exerting his physical prowess on those smaller than he, but this is quite the opposite.  Altaris spends much of his time listening, and only speaks when he feels he has something to contribute of worth.  Mindful of his role as representative of his race in Dor-Erthenos, Altaris is content to sit back and let others decide their own fates.  Seldom will Altaris speak ill of someone, and never to spite them.

In a group, Altaris will always take up the rear, folding his arms across his chest to watch and listen.  His deep voice resonates in the minds of those he speaks to, and while he might be slow to anger, he is quick to come to the defense of his friends and allies.  Altaris enjoys the same things smaller people do; good drink, good humour and hard work.

  
Occupation:
Most people define themselves by what they do.  A player who lists a character's occupation as 'semi-retired adventurer' has a mental image different from a player who sees the same character as a 'country squire'.  Occupation also helps determine what the character does when they're not adventuring.  A semi-retired adventurer probably spends a lot of time swapping tales about old adventures and listening for rumours.  A country squire probably spends a reasonable amount of time managing property and pursuing outdoor activities, such as riding or hunting.
Altaris has just arrived in Dor-Erthenos.  His time spent in his homeland was luxurious and carefree.  His father’s position in the senate provided well for Altaris and his brothers, so he was allowed to pursue any interest he wished.  This, perhaps was partially to blame for Altaris’ feelings of being overshadowed by his older brothers; he just had no clear desire to study or train.  What he loved was tradition.  What he honoured was ceremony.  What he believed in was ritual.  Altaris has come to the lands of the Diamond Throne to help where he can, to educate those who are willing to learn, and to gain renown and stature in his Giant community.  These goals were stymied too much in his homeland, and as such he has come to seek these things in Dor-Erthenos.

If Altaris had to find employ, his most valuable skill would likely be as mason or stoneworker.  His time spent back home allowed him every opportunity to study and learn from the magnificent, almost magical masons in Del-Makar, and Altaris’ love for the durability and reliability of stone as opposed to wood runs deep in his veins.  The majesty of Del-Makar ingrained heavily this preference, and Altaris has made a number of amateur statues to adorn their villa in the Senate quarter and they stand there even now.

Interesting Features or Habits:
These are personal oddities and quirks that might not be immediately visible.  A fighter's buck teeth or funny cowlick won't be noticed while the warrior is wearing a helmet.  This category includes things such as birthmarks, scars, tattoos, and the like.  It also includes favourite expressions, nervous habits, speech patterns and anything else that makes the character unique.
Altaris’ most notable trait is his slow manner of speech.  It’s become almost a trademark, and one that his brothers made no end of jokes about in their youth.  It was always this way for Altaris, who spends more time considering what he says than actually saying it.  In Altaris’ mind, to speak quickly without thought is a greater flaw than to give consideration to one’s thoughts, only to find them in error.

Along his side, Altaris has a long, jagged scar that runs from just under his arm, almost down to his waist.  This he received many years ago, in an altercation with a pair of lionesses hunting for their pride.  Too late Altaris’ father caught up with him, and discovered the horrible scene.  After fending off the wild pair of lions, Altaris arrived back in the city barely alive.  His voice a whisper, and with his father already grieving, Altaris was mended as best he could be.  Still hovering between this world and the next, Altaris was brought to the ancient temple and for many days and nights, Altaris’ father neglected his role in the senate to be with his son.  The Rite of Passing was a mantra ever-present in those days of uncertainty, where Altaris’ mind wandered in a haze of smoke and incense.  Only faint was the murmur of loved ones and above all, the deep baritone of his fathers booming voice, lowered to a whisper; reverberating with grief, regret and sorrow.  It is during this time, where Altaris’ soul was most vulnerable was the importance and power of ritual and ceremony imprinted on him.  Altaris feels very deeply that he owes his life to ritual, that he would only be a memory were it not for the conviction and belief his father showed in those days of mortal peril.

Residence:
This is where the character lives.  At the minimum, note the places' location, size, and state of repair.  It is best, however, to have the player make up a detailed floor plan and description of the character's home.  Also make a few notes about the surrounding area's geography and politics.  Ideally, this should be a miniature dungeon complete with room by room descriptions, specific spell effects, guard strengths, wards in place, etc.
Since arriving in the lands of the Diamond Throne, Altaris hasn’t procured a residence.  Sleeping outside in the outskirts of villages, in the comfort of the forests, he has had no need (and no means) to establish a place of residence thus far.

Friends and Allies:
Note any influential acquaintances the character might have.  List the PCs close friends and long-time associates.  Include all of the hero's important employees and henchmen (unless they belong on the enemies list).  Make special note of anybody the character meets or interacts with on a regular basis.
Since arriving in Dor-Erthenos, Altaris has visited several of the main Giant cities.  He first arrived in Du-Nor (at Khorl) and met had an audience with the Steward there.  Shortly after travelling through Ka-Rone, Altaris came to the magnificent city of De-Shamod.  While there, he met and spoke long with Dro-Kareth, powerful Steward selected specifically to rule De-Shamod by the Monarchy in Dor-Erthenos.  Of course, Altaris has met and bonded quickly with Jadan Korr, the mageblade in search of his sister.  New allies include Jara the Spryte and a quiet fellow named Chef, with the power to heal.

Enemies:
List the character's enemies.  Start with personal enemies of the character.  Note the reasons for the animosity.  List anyone with interests or desires that are contrary to those of the character, and note the source of the contention.
Those who would balk at ceremony and ritual, and those who oppress others for their own purpose.

Short-Term Goals:
Consider what the character hopes to accomplish in the near future.  Find out what problems or opportunities currently loom the largest in the character's mind (this requires frequent updating).
To help Jarod find his sister and to help “Chef” find his brother.

Long-Term Goals:
Consider the character's plans and ambitions for the distant future.  Find out what the character does if his goals are achieved.  Find out what the character does if the goals cannot be achieved.
Altaris is on Serran to champion the causes of goodness and prosperity for the human race.  His desire to bring the light of giant-ish ceremony and ritual to Dor-Erthenos to allow an alternative to religion will be brought to fruitiion.

 

The History of Ro-Altaris-Alar
Ro-Altaris-Alar was born in the city of Del-Makar, across the Boundless Sea in the Land of the Giants.  This construction of this great city began in the year the first giants sailed West hundreds of years ago.  The massive undertaking was to symbolize the Giants’ commitment to the freedom and revival of the humans and other races in Serran.  As their struggle against the Dramojh saw the slow decline of the evil demon-spawn race, it encouraged the Giants to beautify and further engineer their new city as a testament to the victories overseas and the thriving Stewardship of the human civilization.

It was in the midst of this spectacular construction that Altaris’ life began, and his mother’s ended.

As glorious as a birth into the Giant community always is, Altaris’ was marred by the passing of his mother due to complications.  Wife to a proud, and dignified nobleman in the Grand Senate of Del-Makar, she was mourned throughout the capital by young and old alike.  Altaris was born the youngest of three brothers (a huge family by giant standards) and from his earliest memories, Altaris' birthday was never an occasion for celebration, only an occasion for remembrance of the day their mother had passed, and this was to set the tone for Altaris's entire life, it seemed.

Altaris's older brothers were both promising students at the academy of Del-Makar.  Alonis, the oldest, was training in the art of War, and had risen to the earliest levels of Warmain.  His skill with the giantish-swords showed great promise and he trained in his art with enthusiasm and a lust for combat.  Altaris's next oldest brother was named Narenth.  He was from his earliest years the consummate diplomat, wise and intelligent, giving much thought to his endeavors and acting only when it was most prudent.  Altaris's father, Korin is a huge, learned giant very well-versed in tradition and ceremony.  His rise to the Great Senate was not without controversy, but he had weathered all speculation and challenge throughout his many years in the senate and was now a well respected and well known celebrant of the many Giant Ceremonies that dot the yearly calendar.

Korin has always regarded all his sons with pride and respect.  As the three grew into adulthood, it became obvious that his brothers’ drive and ambition, their focus made them favourites.  Altaris never really knew what he was meant to do, but what he enjoyed most was taking part in Grand Ceremony.  Naming ceremonies,  It is with great pride that he discusses the battle prowess of his oldest son, and with great hope and admiration that he boasts of his next eldest son and the sage he is sure to become.  Altaris, however has never had such a competency.

Years of living in the shadows of his brothers, wrestling with the guilt and grief he was born into this world with has been very frustrating for Altaris.  However, Altaris's love for his city and love for the ceremony and tradition his father has instilled in himself and his brothers stays deep within Altaris.

Altaris learned early on that the circumstances of the humans born into slavery by the evil Dramojh could not stand.  Unnaccustomed to oppression and the outright dominion held over a weaker race, Altaris felt a very personal responsibility to ensure that the struggling race was allowed to once again rule itself and govern themselves.

Stories that drifted across the sea to the original Giant lands taunted and teased Altaris.  It seemed that whatever pursuit he took up, he would always be playing 'second fiddle' to his older brothers.

Altaris leaves his beloved giant city and the continent to go and protect the humans he sees as being vital to the development of Serran as a whole.  To leave the original colonizing giants as the sole governing force would be remiss at best, and it was his duty to bring the new Giant Traditions to the west.

Ro-Altaris-Alar was born in the Giant lands of Chi-Jaran to the far East, across The Boundless Sea.  Raised by a noble Giant family in the west, he was born into the stewardship mind-set and thinks as many Giants do that the Humans across the sea need continued guidance.  Altaris spent his time back home (gaining the three levels of Giant)  Altaris has been ingrained with a special sense of responsibility for the easily corruptible and weak race (humans), Altaris desires to go across the sea.  charged with the responsibility to protect and serve one of the Humans that is to play a pivotal role in rediscovering their ability to self-govern, Altaris is sent across the sea after swearing an oath to protect him/her at all costs.  the trip across the sea took weeks, a massive ship the size of a small human city.  Through days of dense fog, incredible storms and the uncertainty of the world he was about to cast himself into; Altaris furrows is brow in determination and resolve.  arriving in the lands to the East, Altaris is welcomed into the Giant community, but is very single-minded about his charge.  he is told where to find his charge and goes in pursuit of the one he is to protect, and therein lies his introduction to the heroes

First Impressions:





Name

Thoughts/Impressions




Jadan Korr


It is hard what to make of this human.  I see in him the fervor and determination these humans are renowned for; yet it seems hidden, lying in wait.  Perhaps he will learn how to channel this in the days to come; I will watch him closely and aid him to this end.




Chef


Strange and quiet, there is more to this adventure seeker than meets the eye.  Clearly set on finding a loved one, I’m not sure yet what secret he hides.




Jara


I like this Feykin.  I’ve known some of her kind before, all flighty and carefree as she clearly is.  But her focus in a dire situation is remarkable for her race, and she may prove to be a strong ally.




Warmain


 




Mageblade


 





           
Altaris’ Secrets:


As a young giant, Altaris had to watch his best friend die horribly after falling from a stone precipice.
Altaris has a long, jagged scar on his left arm where he was attacked as a boy by a rampaging pair of lionesses.  His lingering fear of lions (including fearsome Litorians) is only quelled by his growing prowess in battle