Crusaders of Shalihir - Neverwinter Vault
Transcript of Crusaders of Shalihir - Neverwinter Vault
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Design Document for:
Sands of Solvheil III Crusaders of Shalihir
A NWN2 Single Player Module III of IV
Design History
Version 1.0 4/15/2008 bmlewandowski
Version 1.1 7/03/2008 bmlewandowski
Version 1.2
All work Copyright ©2008
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Table of Contents TITLE PAGE ________________________________________________________________________ 1
TABLE OF CONTENTS ____________________________________________________________ 2-3
EXTERNAL REFERENCES ___________________________________________________________ 4
GAME OVERVIEW __________________________________________________________________ 4
DESIGN GOALS ______________________________________________________________________ 4 Design Goal #1 ___________________________________________________________________ 4 Design Goal #2 ___________________________________________________________________ 4 Design Goal #3 ___________________________________________________________________ 4 Design Goal #4 ___________________________________________________________________ 4 Design Goal #5 ___________________________________________________________________ 4
PHILOSOPHY ________________________________________________________________________ 5 Philosophical point #1 ______________________________________________________________ 5 Philosophical point #2 ______________________________________________________________ 5 Philosophical point #3 ______________________________________________________________ 5 Philosophical point #4 ______________________________________________________________ 5 Philosophical point #5 ______________________________________________________________ 5 Philosophical point #6 ______________________________________________________________ 5 Philosophical point #7 ______________________________________________________________ 5
BACKGROUND/SETTING _______________________________________________________________ 6 World ___________________________________________________________________________ 6 Region __________________________________________________________________________ 6 Government ______________________________________________________________________ 6 Economy ________________________________________________________________________ 7 Starting Town ____________________________________________________________________ 7 Religion ______________________________________________________________________ 8-12 Magic __________________________________________________________________________ 13 Current Climate __________________________________________________________________ 13
PLOT SYNOPSIS _____________________________________________________________________ 13 Module 1 The Ruins of Kazatharis ___________________________________________________ 13 Module 2 Beneath the Hearleforne ___________________________________________________ 13 Module 3 Crusaders of Shalihir _____________________________________________________ 13 Module 4 Chasing the Golden Dragon ________________________________________________ 13
STATISTICS ________________________________________________________________________ 14
AREAS ____________________________________________________________________________ 14
SCARCRAG PASS ____________________________________________________________________ 14 TAHAMMAN _______________________________________________________________________ 15
A. The Empty Hump Tavern ________________________________________________________ 15 B. Najif's Ore-asis ________________________________________________________________ 15 C. Armond Alchemy _______________________________________________________________ 15 D. The Blade of Sand ______________________________________________________________ 15
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KAZATHARIS DOCKS ________________________________________________________________ 16 CLIFFS OF NALASS __________________________________________________________________ 16 NALASSIAN RUINS __________________________________________________________________ 16
A. Ruins Interior _________________________________________________________________ 16 DESERT ROAD _____________________________________________________________________ 17 OASIS OF AZULLAIN _________________________________________________________________ 17 OASIS CRYPTS _____________________________________________________________________ 17 RUINED TOWER ____________________________________________________________________ 18 ALAKANTHOR _____________________________________________________________________ 18 RUINS OF SOLVHEIL _________________________________________________________________ 19
CHARACTERS _____________________________________________________________________ 19
COMPANIONS ______________________________________________________________________ 19 Malcarus _______________________________________________________________________ 19 Casaena Vuleson _________________________________________________________________ 20 Dorian Algaere __________________________________________________________________ 20 Anziath Aers ____________________________________________________________________ 21 Ambrose Malquini ________________________________________________________________ 21 Ralleous Dyr ____________________________________________________________________ 22 Baelrak Grimther _________________________________________________________________ 22
NPCS ____________________________________________________________________________ 23 Saito Tan _______________________________________________________________________ 23 Reyzalla ________________________________________________________________________ 23 King Jorlaan II __________________________________________________________________ 24
ADVERSARIES _____________________________________________________________________ 24
PLAYER OBSTACLES ______________________________________________________________ 25
LOCKS ___________________________________________________________________________ 26 TRAPS ____________________________________________________________________________ 26
Strength ________________________________________________________________________ 26 Detect__________________________________________________________________________ 26 Disable _________________________________________________________________________ 26 Recover ________________________________________________________________________ 26
PUZZLES __________________________________________________________________________ 27
REWARDS_________________________________________________________________________ 27
GOLD ____________________________________________________________________________ 27 EQUIPMENT _______________________________________________________________________ 27
Armor__________________________________________________________________________ 27 Weapons _______________________________________________________________________ 27 Other __________________________________________________________________________ 27
EXPERIENCE _______________________________________________________________________ 27
PLOT _____________________________________________________________________________ 28
STORYLINE WALKTHROUGH __________________________________________________________ 28-31 CONTINUATION _____________________________________________________________________ 31
GLOSSARY _____________________________________________________________________ 32-35
APPENDIX A: AREAS ________________________________________________________________ 3
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External References Solvheil Wiki http://solvheil.webhop.net NWN2 Wiki http://www.nwn2wiki.org The Hypertext d20 SRD http://www.d20srd.org
Game Overview
Design Goals
Design Goal #1 Engage players in a rich custom setting backed with a good story and displayed in vibrant, detailed, and immersive environments.
Design Goal #2 Seamlessly educate them of their surroundings, while making them a key player in world‐changing events in the overall story arc.
Design Goal #3 Give the illusion of freedom while driving them toward the central storyline.
“Fate is predetermined, that is destiny; what you do along the way is called freewill.”
Design Goal #4
Offer original and creative yet logical explanations for various aspects of magic and religion. Design Goal #5
Reinvent the genre while staying true to its purist form by presenting adventuring as aggressive archeology.
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Philosophy These are the underlying principles that bubble up throughout the module series
Philosophical point #1 Fate is predetermined, that is destiny; what you do along the way is called freewill.
Philosophical point #2
Religion can serve to either unite or divide depending on whether individuals focus on the similarities or differences of its variations.
Philosophical point #3 Evil is in greater numbers than Good, but the essences of each determine the tide of battle. Selflessness, sacrifice, and cooperation are underlying principles of good; while greed, treachery, and deceit are trademarks of evil. When applied to individuals within a group, numbers become less of a factor.
Philosophical point #4 The material plane lies at the intersection of the four prime material planes and operates
on a frequency which holds it together. Thus material is made of elemental bases comprised of energy in a pattern of vibrations.
Philosophical point #5 Musical harmony can change or amplify magical incantations by effecting their vibrations.
Philosophical point #6
The term magic encompasses any form of manipulation of the material plane on either the elemental or vibratory level without physical contact or understood science. The term can also be a subjective one as what’s considered mythical to one group of peoples can be commonplace or scientific to another.
Philosophical point #7 Science, geometry, and mathematics are mortal attempts to measure divine creation. True magic is a glimpse at its power through either arcane ritual or acting as a divine conduit.
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Background /Setting Explanations of the original design world the module takes place
World The story takes place in a custom setting where mankind originated from a creator deity who took their form. They developed a highly advanced civilization that ultimately caused catastrophic events. These events scattered them and plunged much of the world into an age of religious, magical, and technological absence.
Countless centuries later the world is divided into areas as well defined as kingdoms and empires, and some to wild to tame and just listed as regions. This first module will focus on the Western world.
“Solvheil was once a powerful empire that evolved from the birthplace of man. It was located on a landmass in the middle of a vast inland sea which sat in a basin surrounded by mountain ranges. Rel, the creator, walked with man in the ancient civilization of Solvheil. It was here that arcane and divine magic were at their pinnacle. Priests of Rel possessed the greatest of healing while Solvheilian mages controlled the elements.
Ambition seemed to be the heart of man's strength. It was the never ending quest for knowledge and power that ultimately led to destruction. The ancient Solvheilians learned how to harness the gravitational energy of the earth and sea. In their tampering they pushed all of the water of the inland sea outward spilling out of the basin over the mountains. The result was a catastrophic flood that devastated much of the outer lands and left the inland sea a dry sandy basin without water. Solvheil shook on its foundation and crumbled from below sinking onto itself and buried under rock and sand.”
Region
Dalreon:
Dalreon occupies the land west of the Crenmantle Mountains and South of the Barl Swamp. Dalreon traces its oldest settlement to the lost ruins of Kazatharis where centuries ago the great Southwestern expansion began.
The Royal Palace is located in the capitol of Evertide along the Southeastern coast. Clerical healing and traditional sorcery are non‐existent among the populous. Medicine relies heavily on herbal and alchemic methods.
They consider themselves more civilized then their neighbors to the North in Harrn. Dalreon also surrounds the Great Forest and the Elven kingdom of Lyritholln within it.
Shalihir:
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The Shalihir desert lies between Dalreon to the West and Orilyn to the East lies and in a vast basin surrounded by moutain ranges. Primarily sanded dunes and flats, it also contains some large rock features that protrude into the sky. The land is ruled by a Sultan who resides in a palace in Quil N'aair.
Shalihir is a savage and fierce mass of burning sand and deadly inhabitants. What law exists there is clustered in its few settlements. Hordes of black orcs and other tribal beasts tear through pillaging all in their path. Some of the most lethal of all wild creatures call the Shalihir their home.
The use of magic among men is higher in the desert than anywhere in the known world. It is not uncommon to find a street mage or two in town or find rogue mages living in solitude.
It is said that all of humanity originated somewhere in present day Shalihir when the great desert was once a mass inland sea, when the legendary kingdom of Solvheil knew man at its most powerful. The people of Shalihir maintain their lineage is closely tied to the lost kingdom and that is the reason for their arcane nature.
Government
Dalreon:
Dalreon is a monarchy under current rule of King Jorlaan II. Evertide, the capitol, serves as the governmental hub with each of the larger towns (Albrynn, Rillisyn, Rindleforde) are given local authority.
Shalihir: The Shalihir desert is a loose governmental structure as it is a strained peace between varied tribes.
Economy
Starting Town
Tahamman: a trade hub in the Shalihir desert on the other side of Scarcrag Pass from Albrynn.
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Religion Religious belief and practice varies by region.
Dalreon: Based on the worship of Tornne. Malcarus, formerly Malcolm Larrus, leads the church. Lyritholln: Religion centers on Ehllelo and the reverence of nature. Harrn: More closely tied to the individual elemental deities and the
Torrne Sub‐Deity Domains: Strength/Protection/Good Title: Right Hand of Rel Favored Animal Avatar: Lion Patron Race: Humans
Staunchly loyal and fearless in battle, Torrne commands the host of sphinx. He was one of the first created by Rel. Torrne freed Rel after learning of the plot to drain him and was told to head to Kazatharis as Rel headed East. Rel was in essence entrusting humanity to Torrne's charge as he headed east to reflect and start anew. Torrne disappeared during the flood and was long forgotten until discovered again by the party of Malcolm Larrus. During this encounter Tornne defeated the demon Zaxulni released by the Ith’inaar, renamed Malcolm Larrus to Malcarus, appointed him the head of his church, and then ascended to a higher plane.
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Malcarus (Malcolm Larrus)
Nature Spirits (pictured left to right) Pulanthor, Glinthana, Ehllelo, Sevantha, Veldarish
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The material world occurs at the intersection of the four elemental planes.
Ehllelo Sub‐Deity Domains: Plant/Animal/Healing/Good Title: The Great Bear, Green Mother of the Land Favored Animal Avatar: Bear Patron Race: Elves
Created by Rel to reshape the world from chaos, Ehllelo created the four elements to sculpt the material world. When it was fit for life, she created all manner of flora and fauna, and wove their
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existences together. Posing as a great bear, Ehllelo planted the Hearleforne which sprung life to the Great Forest of the West. It was from this location that she created the Elves to act as the guardians of nature.
Glinthana Elemental Deity Created by Ehllelo Element/Domain: Air
Pulanthor Elemental Deity Created by Ehllelo Element/Domain: Earth Patron Race: Dwarves
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Sevantha Elemental Deity Created by Ehllelo Element/Domain: Water
Veldarish Elemental Deity Created by Ehllelo Element/Domain: Fire
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Magic The Kingdom of Dalreon is comprised descendents of Kazatharis survivors. Until the flood they had respected the Great Forest that spanned the West. After the sea spilled over the mountains, they took to the clearing the forest as they made their way South.
Because a majority of the arcane stayed behind and perished attempting to reverse the flood, along with soured relations with the elves of the forest, magic by and large faded from the populous.
After the events of the previous module, Dalreon sent several researchers to the ruins of Kazatharis to scour it for magical references. Although the fabled Tome of Koth was missing, there were several other scrolls and texts that were discovered and brought back to Evertide for study. The resurgence of arcane knowledge led to the Crown’s formation of the College of Wizardy in Evertide.Current Climate
The war with Harrn has ended. Dalreon is experiencing rapid change as the new religion takes hold and spreads among the populace like wildfire. The use of magic has also become more prevalent since the events of the first module.
Plot Synopsis Quick glance at the story of each module
Module 1: Ruins of Kazatharis The player awakens in the river town of Rindleforde in the Kingdom of Dalreon and stumbles upon a long buried stronghold under the old Mended Mill. Within the extensive complex are shrines and texts that hint at the events surrounding the great flood that shaped the land. This leads them on a quest for a long forgotten ruin that served as mans first footprint in the West. What they find there will change Dalreon forever and reverberate across the entire continent.
Module 2: Beneath the Hearleforne The player continues his duty as Royal Herald to the Crown of Dalreon by investigating a local vigilante in the capital of Evertide, only to be later sent on assignment to recover a dwarven artifact from a missing Harrn brigade, secure peace with the elves of Lyritholln, and prevent the dwarves from turning aggressions on Harrn for a broken agreement.
Module 3: Crusaders of Shalihir
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A religious resurgence in the west leads to a crusade in the desert. The PC finds themselves in the middle of two worlds colliding as they learn how everything and everyone are somehow connected, and what lies beyond just out of reach of the material plane.
Module 4: Chasing the Golden Dragon
Sometime after the crusade, the PC finds them self in Orilyn in the east trying to discover the common thread that lies beneath, and redemption.
Statistics Category Single Player Scope Epic Content Teen TricksTraps Roleplay HackSlash LevelMin 7 LevelMax 7 Gameplay Hours 8 Categories NWN2 English Modules
Areas
1. Scarcrag Pass
Between Albrynn in Dalreon and Tahamman in Shalihir lies Scarcrag Pass. This jagged tear in the Crenmantle Mountains separate the kingdoms and transition the landscape to the dry desert. It is a narrow and winding cut in the mountain range caused by earthquakes during the great flood looking literally like a tear in the rock.
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2. Tahamman
Tahamman is the westernmost human settlement in Shalihir. It acts as Dalreon's gateway to the desert with its close proximity to Albrynn separated by a mountainous pass. A true desert trade town, Tahamman is crossways for many different cultures and walks of life. What would sound the town bell in Rindleforde barely raises an eyebrow here.
A. The Empty Hump Tavern Proprietor: Bimbalish Felladd A popular watering hole for locals and caravans alike, Bimbalish somehow keeps the place slightly cooler then neighboring establishments in the scorching desert sun.
B. Najif's Ore-asis Proprietor: Najif Forthyrr Wagon repair, boarding, brokerage service, and dried goods and sundries. Everything a desert caravan could want, and then some.
C. Armond Alchemy Proprietor: Zeihnol Armond Wagon repair, boarding, brokerage service, and dried goods and sundries. Everything a desert caravan could want, and then some.
D. The Blade of Sand (Weaponsmith) Proprietor: O'rleat Krelnn
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Martial and Exotic weaponry forged by the Half-Orc smith, the Blade of Sand often stocks items rarely found elsewhere in human settlements.
3. Kazatharis Docks
The sandy dunes of the Shalihir Desert ominously surround the player from every direction as they travel the arid terrain to reach the Oasis of Azullain.
4. Cliffs of Nalass
The cliffs of Nalass tower over the desert sand.
5. Nalassian Ruins
The ruins of Nalass now serve as a stronghold of the Ith’inaar.
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6. Desert Road
The sandy dunes of the Shalihir Desert ominously surround the player from every direction as they travel the arid terrain to reach the Oasis of Azullain.
7. Oasis of Azullain
Large oasis in the Shalihir desert, it was originally discovered by the explorer/adventurer Azullain.
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8. Oasis Crypts Near the Oasis of Azullain lie the forgotten crypts. Filled with the bodies of those that died in the ongoing wars after the flood, the crypts hold many mysteries from the past. However, nothing stays buried in the desert forever.
9. Ruined Tower
Toppled when an ancient magocracy was overthrown, this broken tower stands amongst the sand.
10. Alakanthor
This keep stands vigilant in the desert sand.
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11. Ruins of Solvheil
The Ruins of Solvheil
Characters
Companions
Malcarus RESREF /TAG: n_dal_malcarus DESCRIPTION:
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Casaena Vuleson RESREF /TAG: n_dal_casaena DESCRIPTION:
Dorian Algaere RESREF /TAG: n_dal_dorian DESCRIPTION:
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Anziath Aers RESREF /TAG: n_sha_anziath DESCRIPTION: Anziath is a Shalihir desert mage.
Ambrose Malquini RESREF /TAG: n_dal_ambrose DESCRIPTION:
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Ralleous Dyr RESREF /TAG: n_lyr_ralleous DESCRIPTION:
Baelrak Grimther RESREF /TAG: n_dwf_baelrak DESCRIPTION:
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NPCS Saito Tan
Reyzalla
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King Jorlaan II
Merchants {n_sha_firstname} Tahamman
Commoners {n_sha_c_firstname} Tahamman
Adversaries
Goblinoids Those of goblin blood come in all shapes and sizes from the runt goblin to the hulking
gnoll. Common ties they share are barbaric and militaristic tribal culture, chaotic and destructive tendencies, as well as insatiable hunger.
Separate races and tribes can be found working together in loose alliances that are quick to crumble as soon as one side flinches or shows weakness.
Reptilians Elder races partially descended from draconic origin, a trait they supposedly share with
the Orilyn. Lizardfolk and Kobolds also have great potential for sorcery due to this heritage.
Animals Ambient fauna can sometimes present a natural obstacle to the player’s advancement.
They can also sometimes be used by the player’s enemies for calculated attacks.
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Player Obstacles
Locks The typical rogue level 1 who has any interest in lock skills will start with 4 points in pick locks, it is also safe to assume that any rogue worth his salt will have AT LEAST DEX 16 with 18 being not an unreasonable expectation. In game terms this means that a lock meant to be opened by a ROGUE level 1: (take 20) + 3(min DEX bonus for average rogue) +4 (Starting skill points for the average rogue) for a grand total of 27. 28 is also a nice number to consider for GOOD level one rogues with 18 DEX or level 2 rogues.
Party Level Easy Medium Hard
Level 6 33 34 35
Level 7 34 35 36
Level 8 35 36 37
Level 9 36 37 38
Level 10 37 38 39
Level 11 38 39 40
Level 12 39 40 41
Traps *NWN2 has removed the TAKE 20 on disable device. Trap Strength:
Traps should be powerful enough to potentially take one character completely out, or cause noticeable damage to the multiples. For the purpose of this first module, they should never hold the capacity to wipe the entire party. Detect: Detection should be difficult to require a rogue in most cases.
Party Level Easy Medium Hard
Level 6 33 34 35
Level 7 34 35 36
Level 8 35 36 37
Level 9 36 37 38
Level 10 37 38 39
Level 11 38 39 40
Level 12 39 40 41
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Disable Device: Disabling traps should be slightly more difficult than detecting them.
Party Level Easy Medium Hard
Level 6 34 35 36
Level 7 35 36 37
Level 8 36 37 38
Level 9 37 38 39
Level 10 38 39 40
Level 11 39 40 41
Level 12 40 41 42 Recover: Recovering traps should generally be the highest DC of all due to the complexity.
Party Level Easy Medium Hard
Level 6 35 36 37
Level 7 36 37 38
Level 8 37 38 39
Level 9 38 39 40
Level 10 39 40 41
Level 11 40 41 42
Level 12 41 42 43
Puzzles Puzzles will be lightly incorporated into the module. The most common of which is locating levers to open certain locked doors.
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Rewards
Gold (Talons) The distribution of gold will be.
Gold from exploration comes in three forms:
1. Creatures: currently standard loot tables 2. Containers: mixture of loose gold (approx 10), gems, and other equip 3. Placed Gold pile:
a. Small: 6‐20 b. Large:40‐120
Equipment
Armor Due to the difficulties in adjustments to create Masterwork armor, it will be left as standard throughout the module. Defeated creatures will yield rags as their armor will not be flagged droppable due to the perceived cross‐race incompatibility.
Weapons Weapons are divided into four categories:
1. Battle worn: ‐1 damage (Standard weaponry of adversaries) 2. Standard: default (Widely available in most shops) 3. Masterwork: +1 to hit (Exceptionally crafted and selective) 4. Artifact: Varied (All magical weapons are named with history)
Other Aside from weaponry and armor, there are limited consumables such as scrolls, potions, and other alchemic concoctions that can be used..
Experience Experience will be closely guided to achieve the desired level throughout the story.
Level XP Gain Area(s) 6‐7 6000 7‐8 7000 Scarcrag Pass, Tahamman, Nalassian Cliffs, Nalassian Ruins 8‐9 8000 Shipwreck, Desert Road, Oasis of Azullain, Oasis Crypts, Ruined Tower 9‐10 9000 Alakanthor, Solvheil Ruins 10‐11 10000 11‐12 11000
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Plot
Storyline Walkthrough
• Battle • Discovery • Join (Add Companion) • Leave (Remove Companion
__________________________________________
• 7th‐8th(6000xp) o Start at Albrynn Estate
Join Soldier Elite Longsword Join Soldier Elite Greatsword
o Travel Through Scarcrag Pass Fight Black Orcs
o Arrive at Tahamman Meet O'rleat Kreln Leave Soldier Elite Longsword Leave Soldier Elite Greatsword
o Reyzalla sends you to Malcarus in Kazatharis Capture Anziath Retrieve Tome of Koth
o Arrive at Kazatharis Docks Join Malcarus Join Casaena Vuleson
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Join Dorian Algaere o Arrive at Nalass Cliffs
Fight Sand Titan Discover Hydropowered Mill
o Climb to Nalassian Ruins Rescue Anziath
Anziath didn't disappear, just silenced/invisible Ith'inaar created Driders with Tome of Koth and Chaos
Go after Tome of Koth o Face Driders o Escort Anziath back to Tahamman
Leave Casaena Vuleson Leave Dorian Algaere
• 8th‐9th(7000xp) o Sandstorm Refuge in Shipwreck
Shipwreck was transporting Sarcophagus of Rel when it wrecked in the flood
o Return to Tahamman Reyzalla takes Tome and Anziath into custody
Leave Anziath Sends Malcarus to escort King
Mentions Armor Leave Malcarus
Player joins Ambrose o Travel to Desert Road o Travel to Oasis of Azullain o Meet Saito Tan o Meet Elite Guard and Archeological encampment
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o Explore Oasis Crypts (Vermin Problem) Cult of Threll / Undead Attack
Drained body in Evertide was Cult of Threll working near the docks
Discover missing sarcophagus Read Drawings on Walls Attacked by Elite Guard
Elite Guard attacked the Wagon in Great Forest to force their deployment
Saito Intervenes (Remembers you both coming out of the Splintered Stern)
Saito Tan is Sabaril Warrior from Orilyn o Race back to Tahamman
Reyzalla and Elite Guard are gone Lorwan didn't ask for Tome of Koth
Temple Bell is Stolen Join Baelrak Join Ralleous
o Travel to Ruined Tower Face Sand Golem Face Mad Mage Recover Tome of Koth Free Dwarven Captives Learn of Golem Armor
Missing Elves and Dwarves were taken for Golem Armor project Reyzalla had Cult of Threll attack Ambrose and take the
Gauntlet Leave Baelrak Leave Ralleous
• 9th‐10th(8000xp) o Return to Tahamman
Player and Ambrose free Anziath Join Anziath
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Anziath says the book tells nothing of Bells, but he knows that is because they were made after
Has a theory that it works much like anziath/ambrose, and is a component of a spell
Talk to Dwarven Stonecutter about Bells/Alakanthor Stonecutters built Alakanthor Solvheil didn't sink into the sand as much as it sunk into
the Material Plane Bells are used to alter vibrations to enter Solvheil
o Return to Oasis of Azullain Need counter magic, acquire small beholder and cast enlarge near
Reyzalla o Travel to Alakanthor
Face off Anziath and Ellenari Join Malcarus
o Enter Alakanthor Int Face off Against Golem Armored King Gain Passage to Solvheil
o Solvheil Ruins Face Golems and Cult of Threll Learn of Thell's Betrayal, Comeback through Flashbacks in Ruins Fight Reyzalla/Threll, Enlarged Beholder + First Flamestrike to weaken
the arcane and the divine. Reyzalla orchastrated Harrn war Reyzalla imported components through brother Rellan
Drive Threll Back to the Outer Planes Stop Second Disaster taking Brunt of Charge
o Wake up on Orilyn shore
Continuation The ending cutscene shows Tornne freeing Rel from the sarcophagus and being told to take it to Kazatharis. Tornne is told to warn the people and ‘tend to the garden’. As Tornne leaves, Rel turns to the East and becomes a Golden Dragon, flying off.
The player awakes on the shores of Orilyn, knowing now the origin of the Golden Dragon they worship. They will begin their journey to meet their maker as they are sent on a physical and spiritual journey to ascend Mount Dramoto.
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Glossary Unknown terminology directly related to custom setting
Albrynn
Albrynn is a hill town in the kingdom of Dalreon at the end of the Albrynn Fork off of the Thynoth River. The population is comprised of mainly terrace farmers and sheppards. It shares a close proximity to Tahamman in Shalihir and is often used as a staging area for caravans headed for the desert.
Dalreon [dal‐ree‐on]
Dalreon is the largest of the human kingdoms. It occupies the land west of the Crenmantle Mountains and South of the Barl Swamp. It is the nation where this adventure begins
Ehllelo Sub‐Deity Domains: Plant/Animal/Healing/Good Title: The Great Bear, Green Mother of the Land Favored Animal Avatar: Bear Patron Race: Elves
Created by Rel to reshape the world from chaos, Ehllelo created the four elements to sculpt the material world. When it was fit for life, she created all manner of flora and fauna, and wove their existences together. Posing as a great bear, Ehllelo planted the Hearleforne which sprung life to the Great Forest of the West. It was from this location that she created the Elves to act as the guardians of nature.
Harrn [hahrn]
The Proud Kingdom, the average Harrn is larger than a Dalreon man. Their skin is thicker and better suited for the colder winters. A majority of them make thier living as ranchers or fishermen on the sprawling countryside. It is said the plains of Harrn are of the richest in game as can be found anywhere, the North's answer to the Great Forest.
Harrn also has ready access to the mountainous kingdom of the dwarves and the resources from deep within. The trade of gems as currency is common and ore is never in short
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supply. Timber isn't as plentiful as in Dalreon so the Harrn make use of the Shivering Pines forest across the bay.
Religeon in Harrn is primarily based around the elements and their respective gods in which they share a kinship with the dwarves who worship Pulenthor. Trade exists between Harrn and the Dwarven Kingdoms as they both remain isolated to the rest.
Ith’ inaar
Dark elves that were banished from the forest ages ago for practicing necromancy. They became a seafaring menace before the flood but now lurk around the mountain basin of Shalihir.
Kazatharis
Kazatharis was once a thriving port town on the western edge of the Imlan Sea. Early pioneers from Solvheil built this fortress of a town into the Crenmantle Mountains directly above some old Dwarven Halls.
Before the massive flood that expelled the Imlan Sea, most residents escaped west to the area that would eventually become Dalreon. The tidal waters were held at bay by a collective effort of mages and bards combining spell and song to form a barrier. Though almost all were killed holding back the waves, their efforts secured the escape of humanity.
Lyritholln [leer‐uh‐thawln]
Lyritholln is a kingdom not in the civilized sense, although there are settlements. It encompasses a majority of the Great Forest situated around Hearleforne, and the Elves fiercely defend its borders.
Settlements in Lyritholln and very non‐intrusive of their surroundings, and are built into the natural structures. The most common design consists of tree‐top dwellings connected by walkways and bridges. While less popular are the earthen structures built into the ground and cave structures.
Orilyn [ohr‐uh‐lin]
The Orilyn Empire lies to the far East of the Kingdom of Dalreon. The topology varies between extremely craggy mountain ranges, dense forests, and marsh lowlands.
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It is a very spiritual culture that places a high priority on honor and pride above tangible reward. The populace of Orilyn has unique physical features that distiguishes them from inhabitants of the West and the Desert. They have slightly tilted eyes and an amber tint to their skin as well as slightly pointed ears. They are generally sleek and agile and among the most skilled of melee fighters.
Rel Deity Domains: Sun/Air/Good Title: Creator, The One True Favored Animal Avatar: Bird/Dragon Patron Race: Humans/Orilyn
Rillisyn
Rillisyn is a town in the Southwest of Dalreon whose primary industry is agriculture and horse farming. A majority of the Crown’s cavalry are stationed here.
Rindleforde
Rivertown in the Kingdom of Dalreon that is situated at the split of the Thynoth River, where the Fen River heads north toward the Barl Swamp, lays Rindleforde. This walled city is built around its impressive docks that server as the end of Dalreon's waterway. This is the starting town for the module.
Sabaril
The most skilled and disciplined are trained from a young age to become Sabaril Warriors, the elite guardians of the Orilyn Empire. Their body mastery is so great they can perform physical feats beyond that of other mortals.
Abilities: Exceptional Swordsmanship Body Mastery Speed Burst Flying Jump Distance Push Iron Fist
Shalihir [shal‐uh‐heer] The Shalihir desert lies between Dalreon to the West and Orilyn to the East lies and in a vast
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basin surrounded by moutain ranges. Primarily sanded dunes and flats, it also contains some large rock features that protrude into the sky. The land is ruled by a Sultan who resides in a palace in Quil N'aair.
Solvheil [sohl‐veyl]
Many accounts of the beginning of humanity points to a single civilization from which all mankind began. This fabled ancient kingdom is called Solvheil. Few details are known and what stories have survived the centuries are far from consistent in many regards.
Common theory is that Solvheil was located somewhere in the heart of the Shalihir Desert and was surrounded by vast amounts of water. It is said that the great creator of man walked amongst the populous as a mortal until the time of their betrayal.
It is said to have been a time where divine and arcane magic where at their apex with the one creator guiding the hands of clerics and mages alike. Details of the events of Solvheil's destruction are non‐existent but all stories imply that it shook upon its foundations and eventually sank.
Talons
Dalreon Golden Talons, or Gold pieces, the default unit of currency in the kingdom of Dalreon.
Torrne Sub‐Deity Domains: Strength/Protection/Good Title: Right Hand of Rel Favored Animal Avatar: Lion Patron Race: Humans
Staunchly loyal and fearless in battle, Torrne commands the host of sphinx. He was one of the first created by Rel. Torrne freed Rel after learning of the plot to drain him and was told to head to Kazatharis as Rel headed East. Rel was in essence entrusting humanity to Torrne's charge as he headed east to reflect and start anew. Torrne disappeared during the flood and was long forgotten.
Zinyari
Deadly dark elf assassins from the fringe of Orilyn Empire who claim to have shadow dragon blood coursing through their veins.
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Appendix A: Areas
Tag Name
prologue_albrynn_estate Albrynn: Personal Estate
sha_alakanthor Shalihir: Alakanthor
sha_alakanthor_int Shalihir: Alakanthor Interior
sha_desert_road Shalihir: Desert Road
sha_kazatharis_docks Shalihir: Kazatharis Docks
sha_nalass_cliffs Shalihir: Cliffs of Nalass
sha_nalassian_ruins Shalihir: Nalassian Ruins
sha_oasis_crypts Shalihir: Oasis Crypts
sha_oasis_of_azullain Shalihir: Oasis of Azullain
sha_ruined_tower Shalihir: Ruined Tower
sha_ruined_tower_int Ruined Tower Interior
sha_scarcrag_pass Shalihir: Scarcrag Pass
sha_shipwreck Shalihir: Shipwreck
sha_tahamman Shalihir: Tahamman
solvheil_ruins Solvheil Ruins
tah_armond_alchemy Tahamman: Armond Alchemy
tah_empty_hump Tahamman: Empty Hump Tavern
tah_palace Tahamman: Palace
tah_temple Tahamman: Temple