Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
So, apparently I have dropped by to run a module. So, here's the sign up for it. I haven't read through the adventure yet, but I assume that it will be designed for an average party of four to six players, so six will be my maximum for this game.
I would prefer using a site like myth-weavers for character sheets so it's easy to save and view as necessary. That and uniform character sheets saves on confusion while looking things up mid game.
Kitar Description: Kitar is a prime specimen of his race. His body resembles that of a bald eagle, complete with the head with white plumes and yellow beak, powerful wings, a well-built and muscular chest and narrow legs ending on his razor sharp talons. It's visible that he cares very much for his appearance, with physical exercises and extra attention to the cleaning of his feathers.
Personality: Kitar is a strong willed aarakocra that learned in the worst way how brutal life can be. Therefore, he's very practical and resolute, caring little for the feelings of others. Still, he's very loyal to his people, and would never backstab a friend. Not that he has many, however.
He's also very proud of his race, considering the Aarakocras superior due to their flying capabilities. He takes his pride to a point that he basically despise anyone that is not an Aarakocra, or at least a proven warrior. That, coupled with events of his past, made him very wary of making new friends.
His military formation and position also gave a taste for giving orders. In battle, he likes to act as the leader, often telling everyone what to do.
Background: Kitar was proud of the Aarakocra, and he was also the pride of Aarakocra. He joined the military ranks soon after reaching majority, and tales of his deeds and how fast those carried him to higher rankings will be told all over the mountains for ages. He was the captain of the Aarakocra scouts, and every single soldier under his command loved him. No one flew as high as Kitar. Until life made him plummet.
It was another straightforward scout mission, like countless he had done. He took one of the first shifts and let his team sleep while he fantasized with yet another medal he would gain. And then, something, someone, magically put him to sleep. When he woke up, his whole team was dead, ambushed during their sleep. It was a slaughter. He found nothing in the camp that could lead him to the killers, except a torn page of a spellbook with Cult of Earth symbol on it, which he kept to use as a, most likely vain, attempt to save his reputation. And he was punished, sentenced to exile, to live in eternal shame, for being the scout that went to sleep and got his whole team killed, depite his arguments that only magic could have done that. And since then, he kept the torn page as a reminder of the revenge he seeks and the pride he wants back.
After a year of wandering alone as an outcast, he joined The Order of the Gauntlet just to so he could have a purpose and someone to give him orders again. He has been doing good work for the Order since, although he finds little joy on it. He still seeks ways to rejoin his race in the mountains and get back his glorious life.
Name: Iados Gender: Male Class: Paladin Background: Acolyte
Appearance Iados is, depending on your particular definition, blessed with the sort of appearance one associates with the classic scheming devil; golden eyes alight with malice, red skin reminiscent of the infernal flames that no doubt spawned him, dark luxurious hair and the signature beard of evil. Topped off with a pair of cruelly curved horns and a sinuous forked tail he is the very image of the classical adversary. Adding somewhat to his imposing image are severe burn scars covering much of his chest, neck and face. Wears a suit of simple chainmail and, curious, bares two holy symbols - one of Tyr and one of Hoar.
Personality Dour and serious to a fault - he was never the most jovial person to begin with and recent events have done little to improve his demeanor. He does not consider adventuring to be a profession; those with the strength to head out and strike down evil in it's own lair have a duty to do so regardless of any potential reward. Somewhat pious though he prefers to show his dedication through action and duty then through sitting in a temple somewhere burning incense and chanting to the gods. Really really big on justice and retribution - no crime unpunished and all that.
Background Abandoned as a child and raised by the church of Tyr, Iados spent much of his early life in relative seclusion. Originally he was to be inducted into the clergy of the The Even-Handed though his bitterness and anger stifled his progress. Considered a problem child he was eventually taken under the wing of an older paladin who introduced him to Hoar, a lesser deity often associated with Tyr, and showed him how to focus his anger constructively and with purpose. Spend the next dozen or so years traveling as a squire, learning the craft and duties of a paladin, before striking out on his own. Recently made plans to meet up with his old mentor again but the village they arrived at was attacked by flame cultists and put to the torch. He was the only one who survived the assault and dragged himself away to recover, vowing vengeance on the cult. Currently moving around the region, gathering information on the cultists and planning out his next move.
Obed Olmstead still has the open, boisterous joy of a sailor, though he also frequently has dark moods, especially when he thinks about how long he has been away from sea. Even in his moods, though, Obed comes off less sour and unapproachable and more interesting and dangerous. He becomes desperate, almost hysterical, when he finds a potential lead in his search for knowledge of his love, and he can turn violent when denied. To him, his unpredictable moods and tantalizing darkness are just reflections of the sea that he's embraced.
Obed grew up as a poor wharf rat, and once he was able to convince a ship's crew to take him on, he has not left the sea. He has served on many different vessels, as he cared less about the work and more about just being out in the open water. To him, that was pure freedom, more valuable than love or wealth. One day, a massive freak storm whipped up out of nowhere and summarily destroyed the ship he was on. While he was slowly sinking in the water, debris and corpses around him, passing in and out of consciousness, he had a vision of a being in the shape of a woman but with a vast darkness around and below her. She touched his mind and he next woke up on shore. Now with strange powers manifesting within him, Obed is on a quest to find this great being, his savior, his love, and join her again.
Obed carries a haunted look of a man wasting away. Though still his body still carries the strength and bulk of a sailor, it has seen better days. He's less toned and he's starting to grow a little beer belly. His face is still handsome, but in a more grizzled and brooding way. Dark circles never seem to leave his gray eyes, and his black hair and short beard are already seeing light streaks. His hair is long enough to cover the slight point of his ears and curls when wet. His hands are calloused heavily, and no matter how drunk he gets, Obed's legs remain steady. Across his chest is a line of circular scars.
5'4", slender build, short pink hair, silver eyes, wears a black battle dress (Something like Rosette), and a pair of fake horns resembling tiefling horns. Plays her violin with her rapier (because logistics be damned, rule of cool )
Friendly and outgoing, she tends to see the good in everything and believes that even the world's flaws are part of what makes it great. That said, she has no patience for bullies (though she has no qualms viciously wrecking her foes when appropriate).
She was raised by the Megurine Troupe, a band of traveling entertainers, and per tradition set out a few months ago to have an adventure and compose her masterpiece based on her experiences.
Appearance - Dev is a fair skinned tall and well built man standing over six feet tall. He has essentially buzzcut red hair with little scruff around his chin, keeping himself very clean looking, a pair of dark grey eyes finish off his average looking face. He sports a chainmail set of armor and on either side of his hips hangs a single sided battle axe. It should also be noted whenever he is standing it is usually very straight, even whilst sitting it would be rare to find him slouching.
Personality - Dev is a joke, despite his well kept appearance and mannerisms he doesn't act all the serious, making stupid jokes or puns that seem outright disturbing at times. This doesn't necessarily mean he cannot be serious but if given the choice he would prefer to be sitting around a camp fire telling raunchy stories then getting into the face of evil . . . that is unless evil was at the doorsteps of the lord paying his wage.
"Just follow the rules, keep your head down, protect your skin and bang the hell out of a few tavern wenches, and you will get by in life happily" - Dev to a former member of his unit.
Background - Devlin was a former soldier without much rank of a real trash no name army. He was a scout often sent out to 'detect danger' but it mostly ended in finding nothing other then boredom and maybe a few stories of a slutty elf whom he found naked taking a bath, or a couple of hell spawn red skins performing a cult ritual that he had to stop alone, or that one time he had to slay a dragon . . . Regardless of his **** stories Dev's time came to an end with the army when his contract with them expired and he saw no reason to stay with an army in name only. Eventually he would end up in Yartar and work under its baron as part of the 'Lords alliance' for good coin rather then status. His current assignment? A bandit named Grimjaw.
Appearance Hexion is slim, young human, who is often found with a smile on his fair-skinned face. He keeps his black hair short and keeps himself well-shaved, as he feels their dark color don't fit his green eyes well. Standing at 5'4'', he comes off as slightly shorter than average, and generally wears leather armor over a set of dark, common clothes, finishing off with a dark, hooded cloak.
Personality Hexion cares for little in life except having fun. He's quick to take interest, but just as quick to change his mind, and will sign up for various campaigns on a whim, but also jump ship just as quickly. He's also easily distracted, and will often stray from "the plan" if there was one.
Background Hexion claims that he was born into a noble family of magicians, but finding study to not be of his strong point, he decided to find his own way in life. After jumping out of his home, he made good use of his natural dexterity to serve as a scout of sorts, lending himself to many a party. Recently, he signed onto a campaign, only to find that his employers were Fire Cultists plotting the demise of local civilization. Finding the idea repulsive, and the idea of smashing their plans apart exhilarating, Hexion quietly extracted himself from employment to seek aid on his self-imposed quest.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
I really don't know the 5E rules, and DS has said they will assist me in that aspect. (honestly, I'm going to basically be a puppet to the book) With that said, I will allow anything that WoTC has put out if you can site it. Now, I assume the birdfolk have the ability to fly, and that the question would be if that's okay for the module. I will say this:
Yes, you can be Aarakocra, but I may be limiting your ability to fly during times that would break the module. If you want to go for it, I will be imposing a bit of will over your character when it takes flight on how far it's able to go, and I'd request you'd be willing to go along with it within reason. If that's alright, go for it.
Joined: Oct 30, 2013 Posts: 7305 Location: England
Eh sure why not? No idea what I'll play yet but hey that gives me something to do while I'm at work. Consider this a 'I am interested in this game' type post.
Any chance we can get a line or two about how the party will meet? Tavern, hired as mercs, guards pulled into something much bigger? It's just so I have a starting point to work from.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
I can help here since I read through like the background stuff, avoiding spoilers except for the obvious (i.e., there are cults of elemental evil out there).
The book encourages players to each choose one of almost two dozen adventure hooks as personal quests and one of five factions to align with. I can post these, if people want.
@squinty_eyes: One thing to note is that part of the appeal of Princes of the Apocalypse is that it is more open-ended than linear; it is not just a straightforward campaign but a sandbox with multiple things going on at once.
I really don't know the 5E rules, and DS has said they will assist me in that aspect. (honestly, I'm going to basically be a puppet to the book) With that said, I will allow anything that WoTC has put out if you can site it. Now, I assume the birdfolk have the ability to fly, and that the question would be if that's okay for the module. I will say this:
Yes, you can be Aarakocra, but I may be limiting your ability to fly during times that would break the module. If you want to go for it, I will be imposing a bit of will over your character when it takes flight on how far it's able to go, and I'd request you'd be willing to go along with it within reason. If that's alright, go for it.
~SE++
The Aarakocra come from the Elemental Evil Player's Companion, which was released alongside the module you'll be running (very fitting, I would say), and you can officially download it here. I asked if they are allowed only because they aren't in the Adventurer's League, but since that's not going to be a concern, I assume, I think I'm good.
I have most of my character set up already. I'll make the sheet when I get the time in a day or so. I'm making an Aarakocra Ranger.
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Yes, I'm from Brazil and no, I'm not an annoying ****.
I'm also in the business for information about the campaign, but more surrounding what it's about. What are some reasonable motivations to have?
To be honest, just got the book and haven't fully read through the intros as of yet. I was quite busy yesterday. As far as all that goes, though, as DS mentioned, there are a lot of different hooks and the like, so we should be able to all either agree on one or be able to hook each character into the same area for whatever reason.
The book encourages players to each choose one of almost two dozen adventure hooks as personal quests and one of five factions to align with. I can post these, if people want.
Go for it if you like, and if it would assist players in generating their characters.
I would be interested in this, and if possible I'd like to give my Aasimar Bard another shot (Aasimar isn't technically one of the races last time I checked, but they use it as an example of a custom race in the DMG, so it's statted out and such).
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
All technical questions could be answered with a simple question: Would you as the DM allow it in your game?
If you would, I say you can try for it. I will require a small write up of the race chosen assuming it's not one of the usual Human, Elf, Orc, Dwarf, etc. races. Honestly, I'm quite alright with you guys getting all your silly ideas out during this game, just so long as you build your characters to survive as well. That's basically all I ask for character creation.
With the inclusion of RPJesus, we have four confirmed players and one Mown who had some questions that I probably didn't adequately answer. So, we certainly have a pretty full party as it stands. I do have one request for character creation that you may feel completely free to ignore: Don't feel you should generate characters that fill role gaps in the group. Build characters you want to play.
All technical questions could be answered with a simple question: Would you as the DM allow it in your game?
That's a dangerous precedent to set given my lax DMing style (Once had the party fight a tonberry ), but coolio. Incidentally, I can also be tapped as a resource for rules issues if you want.
Still need to do a write-up for Aasimar (But TLDR: the celestial version of Tieflings) and maybe hammer out a few things, but think I'm mostly done: Luka, the Aasimar Bard
I haven't looked too much at 5E, but I guess it would be die roll or average (+0.5).
It's actually either a roll or half +1. So Barbarians (at d12) get 7, Bards and Clerics (at d8) get 5 etc etc. Obviously you add your Con modifier regardless of which method you decide to use.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
I haven't looked too much at 5E, but I guess it would be die roll or average (+0.5).
It's actually either a roll or half +1. So Barbarians (at d12) get 7, Bards and Clerics (at d8) get 5 etc etc. Obviously you add your Con modifier regardless of which method you decide to use.
Half +1 and Average +0.5 result in the same number you know. The average of a d12 is 6.5, and of a d8 is 4.5. I'm a little surprised that they made the non-random option statistically superior.
Joined: Oct 30, 2013 Posts: 7305 Location: England
True enough but the standard rule with D&D is to round down in the case of fractions so it's still worth noting. And yeah it is weird they worked it like that. With lower hit point classes especially it's almost always worth just taking the average.
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Welcome! I'm Garren and I'll be your designated villain for the evening.
Joined: Sep 22, 2013 Posts: 11309 Location: Asleep at the wheel
Preferred Pronoun Set: SE / squinty / squints
Okay, so you guys are supposed to pick out an adventure hook as well as a faction to join for this adventure as well. Here they are.
Adventure Hooks:
Spoiler
Best Served Cold The character must find and defeat Windharrow, the minstrel who attends Aerisi Kalinoth. Windharrow can initially be found in area A4 of the Temple of Howling Hatred. Most members of the air cult know that he stays near Aerisi. The character earns inspiration for reaching the air temple and again for defeating Windharrow.
Dangerous Information It’s a race against time—the character overheard cruel bandits planning a raid and intends to stop them. The bandits report to someone named Grimjaw in a place called Rivergard Keep. The character earns inspiration for defeating the villains in the “Reaver Ambush” encounter in chapter 3 and again for defeating Jolliver Grimjaw.
Dangerous Secret The character has been assigned to infiltrate the mysterious druids of the Circle of the Scarlet Moon and discover their true plans. The circle supposedly knows ritual magic unknown to other druids. The character earns inspiration for discovering the truth behind the Rite of the Wicker Giant and again for finding the fire gate in the Weeping Colossus.
Dark Omens The signs and portents are clear: nature is out of balance. Terrible disaster is drawing closer with every passing day. To restore the balance of nature, the character must destroy the four elemental nodes. The character earns inspiration for each portal the party closes.
Defeat the Skyriders Vicious raiders mounted on hippogriffs have laid waste to several small hamlets and merchant caravans, and the character has sworn to stop them. Clearing the Howling Hatred cultists out of Feathergale Spire earns the character inspiration, as does obtaining a flying mount.
Feathergale Rebel The character has been sent to retrieve a Waterdhavian noblewoman. Savra Belabranta is currently guarding the front gate of Feathergale Spire. The character earns inspiration by persuading her to abandon the cult and return home, as well as for clearing the spire of air cultists.
The Fugitive The character is on the trail of a ruthless murderer, Bastian Thermandar. Bastian is an important member of the fire cult and can be found in the Temple of Eternal Flame. The character earns inspiration for reaching the fire temple and again for defeating or killing Bastian.
Hired Hand Homesteaders who were kind to itinerant workers are now missing. The character sets out to have revenge and to rescue any survivors. Defeating the kenku in area A2 of the Temple of Howling Hatred earns the character inspiration, as does rescuing Bero Gladham in area A12 of the air temple or Nerise Gladham in area N17 of the Howling Caves.
Madman at Haunted Keep The character knows that unsavory sorts have occupied Rivergard Keep, and that there’s a secret way into the castle. Using the secret entrance earns inspiration, as does clearing the Crushing Wave cultists out of Rivergard Keep.
The Mud Sorcerer Months ago, the character was robbed by a genasi who killed several innocent bystanders. Now it’s time to find Miraj Vizann and make him pay. Vizann can normally be found in area B8 of the Temple of Black Earth. The character earns inspiration for reaching the temple and again for defeating Miraj.
Ominous Dream The character has seen the earth prophet, Marlos Urnrayle, in dreams and knows that Marlos is a dangerous villain who must be stopped. The character earns inspiration for gaining access to the earth temple and again for defeating Marlos.
Recover Your Sword Thugs associated with the water cult broke into the workshop where the character apprenticed, murdered the master smith, and stole the beautiful sword she’d made. The character earns inspiration for defeating Jolliver Grimjaw and again for recovering the sword in area C14 of the Temple of the Crushing Wave.
Rescue Your People Raiders from the fire cult have abducted people the character feels responsible for protecting. They must be rescued at any cost. The captives are held in area E11 of the Temple of Eternal Flame. The character earns inspiration for reaching the temple and again for getting the captives to safety.
Seeking Revenge Fire cultists torched the character’s home or razed a defenseless village. The character is sworn to stop them. The character earns inspiration for defeating Lyzzie Calderos in area E29 of the Temple of Eternal Flame and again for defeating Vanifer.
Settle a Score Marauders in stony armor robbed the character’s friends or family and left the character for dead. Now it’s time to even the score. The character earns inspiration for defeating the Black Earth cultists in area M9 of the Sacred Stone Monastery and again for defeating Hedorm in area B14 of the Temple of Black Earth.
Shatterkeel’s Trail Months ago, Gar Shatterkeel destroyed the character’s ship by conjuring a powerful storm. Dozens of sailors died, and now the character intends revenge. The character earns inspiration for reaching the water temple and again for defeating Gar.
Standing Offer Months ago, the character served as a guide for a band of mysterious pilgrims who set out to reoccupy the Sacred Stone Monastery. The character’s mission is to infiltrate the group and discover their intentions. The character earns inspiration for successfully joining the earth cult at the monastery and again for surviving an encounter with Renwick, the lich in area M16 of the monastery.
Strange Map An ancient map has come into the character’s possession, showing the location of a forgotten dwarf stronghold beneath the Sumber Hills. The character earns inspiration each time he or she discovers one of the four temples in ancient Tyar-Besil.
Suspicious Fellow The character becomes suspicious of Thurl Merosska, a knight of the Feathergale Society, and decides to investigate. Thurl is normally found in Feathergale Spire. The character earns inspiration for defeating Thurl and again for discovering the Temple of Howling Hatred.
Undercover The character is tasked to break up a smuggling and piracy ring on the Dessarin River headquartered at Rivergard Keep. The character earns inspiration for successfully joining the water cult at Rivergard Keep and again for capturing or killing Shoalar Quanderil.
Walked Away The character was briefly recruited by the fire cultists but never took up arms with them. Now the character wants to stop the villains before they give all mercenaries a bad name. The character earns inspiration for clearing out Scarlet Moon Hall and again for reaching the Temple of Eternal Flame.
Factions:
Spoiler
The Harpers A scattered network of spellcasters and spies, the Harpers advocate equality and covertly oppose the abuse of power, magical or otherwise. Agents operate in secret and emphasize stealth and subtlety, or at the very least discretion. Bards and wizards are their most prominent members. Harpers operate in small cells throughout the North. One is based in Triboar: Darathra Shendrel, the Lord Protector, belongs to the faction, and Harper agents can find welcome at the Home of the Boars. Another cell in the prosperous trade center of Yartar monitors traffic in the Dessarin Valley and the actions and policies of the city’s Waterbaron. The Harpers work to maintain the balance of power between the various groups competing to influence the city. In the Sumber Hills, the Harpers warn travelers and adventurers to stay clear of Rundreth Manor and the Dark Lady who dwells there. Harpers also watch the ruined Halls of the Hunting Axe.
The Order of the Gauntlet This faction is primarily a military organization made up of paladins, clerics, and monks. Members of the order are faithful and vigilant seekers of justice who protect others from the depredations of evildoers. They exact swift retribution against those who violate the law. Atop a high crest in the Sumber Hills stands Summit Hall, home to the Knights of Samular. This venerable order of paladins of Tyr strives to promote justice in the savage North. The Order of the Gauntlet hopes to expand its influence in the region by joining the Knights to its cause. In the western Sumber Hills, the order has little political influence. It hopes to correct this weakness by establishing alliances with local leaders who share its goals, such as the Waterbaron of Yartar. The order is even pursuing negotiations with fringe organizations.
The Emerald Enclave This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave’s members are barbarians, druids, and rangers. Some wander the untamed lands while others make their homes on the outskirts of towns and villages, where they help to protect travelers from the dangers of the wild. The enclave’s greatest stronghold in the region is the fortified farm and abbey to Chauntea called Goldenfields. Abbot Ellardin Darovik is a senior agent of the Emerald Enclave. In the High Forest to the east lies Shadowtop Cathedral, another of the enclave’s meeting places.
The Lords’ Alliance The Lords’ Alliance is a shaky compact of aggressive political powers concerned with mutual security and prosperity. Fighters and sorcerers are prevalent among alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who don’t follow the rules seldom last long. Trade along rivers and roads links the cities of the Lords’ Alliance, so its operatives eliminate threats to that trade as soon as they appear. Located at the confluence of the Dessarin and Surbrin rivers, Yartar is a prosperous center of commerce. Various groups vie to control its wealth and influence its trade. The Waterbaron of Yartar, Nestra Ruthiol, is a member of the Lords’ Alliance, and her decisions affect the politics of not only her city but the other cities of the region.
The Zhentarim This shadow network seeks to expand its influence and power base throughout Faerun. Its members coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral reservations. Zhentarim operatives might be found in any settlement, but in the North the organization is based in the Bargewright Inn. Zhentarim mercenaries and spies meet within its many private chambers. The Black Network disguises its ownership of the inn to avoid unwanted attention. The organization also has a vested interest in maintaining the prosperity of Yartar.
Elves of the High Forest The High Forest once sheltered three great elven realms beneath its boughs. Many tribes of wood elves—and a few moon elves—still protect the ruined monuments to their golden age. Few beyond the borders of the High Forest know much about these elves; they have no single leader and make little contact with the outside world. The wood elf Morgwais, known as the Red Lady or the Lady of the Wood, seeks to unite the disparate tribes through the Caerilcarn (“Council of the Wood”). Her aim is to resurrect the ancient kingdom of Eaerlann, and she has made steps in that direction by allying various elven settlements. As yet, though, only a few elves believe in her vision, and they are spread far apart over the eastern reaches of the forest. The Emerald Enclave is friendly to the elves of the High Forest. However, Morgwais has a troubled history with Turlang, a treant leader of the enclave in Shadowtop Cathedral.
The Hand of Yartar The famous chronicler Volo once said that everyone in Yartar is after money or power—preferably both—in as short a time as possible. The Harpers, the Lords’ Alliance, and the Zhentarim compete within the city. The local thieves’ guild, the Hand of Yartar, vies for a larger piece of the action, but infighting has kept the guild from having much influence. Within the guild, a new and deadly group is flourishing, comprising ambitious young female thieves and assassins. They are masters of disguise and infiltration, impersonating officials and commoners alike in order to steal, bribe, and murder. The Hand of Yartar might work with the Zhentarim when it’s convenient for both parties.
The Knights of Samular This order of paladins dedicated to Tyr has pursued justice across the North for over five hundred years (see chapter 3 for more information). Its founder, Samular Caradoon, built Summit Hall in the Sumber Hills as a training monastery for the order. Young men and women across the North travel to Summit Hall so that they might learn from its aging heroes. The Lady of the Hall, Ushien Stormbanner, is sympathetic to the Order of the Gauntlet.
Uthgardt Tribes For over a thousand years, the barbarian humans of the Uthgardt tribes have roved the North, holding to ancient customs of ritual and Using Monster References taboo. They are notorious for their hatred of magic, disavowal of any gods but their own, and hostility to anyone not of their tribes. Most in the North consider Uthgardt to be little better than orcs. Two tribes are the most troublesome to folk of the Dessarin Valley: the Tree Ghosts and the Elk. See chapter 2 for more about the Uthgardt.
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