It is a world of darkness; a world where evil reigns supreme and the light is almost snuffed out by the tyranny of the Overlords. The major cities are bastions of oppression and order; only in remote villages can anything resembling freedom be found, and even there, the threat of bandits and wild beasts casts a shadow over everything any one does.
The suppliant and cowardly live in fear, while the ambitious and immoral thrive. The upstanding and courageous are hunted and persecuted; unwelcome reminders that there is still good in the world and some people think it's worth fighting for.
What roles will you play in this world? Defenders of the innocent and weak? Explorers and adventurers more interested in personal gain than the welfare of your fellow sapients? Enforcers of the tyrants' will?
City after city has fallen to the demon-led undead forces of the Witch Queen. As have many before you, you recently fled their locust-like conquest and traveled to Bramblevale Keep, a small outpost of civilization in the borderlands of Ankyra, nestled in a valley between the hills of the Irongate Mountains, the sweeping plains of Etrunia, and the Celtan Forest, or Caernoth, as it is known to the elves that inhabit it.
At the keep, you could live a quiet life, doing odd-jobs, or perhaps working in a bakery or forge until the time comes to move along. Or, you could seek your fame and fortune here on the borderlands. Already, you have a reputation for being more than just common folk; your resilience in the face of certain death as the undead soldiers of the Witch Queen marched on your homes has earned you the respect of several prominent members of the community inside the keep.
Character Creation
- Characters will begin at first level.
- Ability scores will be generated using Method 1 in the Player's Handbook: Standard Array (16, 14, 13, 12, 11, 10, arranged any way you like).
- Alignments: While I would prefer to have a party of Good, or Lawful Good characters, Unaligned is also acceptable. Chaotic Evil is prohibited, but you want to be Evil, do so only if the rest of the group agrees; you will still be expected to cooperate; PvP is forbidden.
- Assume you begin play with two full sets of clothes, a belt pouch, a backpack or small sack, identification papers and/or citizenship papers, and a small blade (dagger, knife, kukri, or katar), not including what you will buy with your starting gold.
- Books available for reference at character creation include: Dungeons & Dragons Player's Handbook (4th edition), Dungeons & Dragons Player's Handbook II (4th edition)
- Additional options may be available upon request.
Available Races
- Dragonborn
- Dwarf
- Eladrin
- Elf
- Gnome
- Half-Elf
- Half-Orc
- Halfling
- Human
- Shifter
- Tiefling
- Avenger
- Barbarian
- Bard
- Cleric
- Druid
- Fighter
- Invoker
- Paladin
- Ranger
- Rogue
- Shaman
- Sorcerer
- Warden
- Warlord
- Wizard
Obviously, I cannot control (nor should I) your spending, but just be aware that just because you buy a new supplement doesn't mean I'll automatically let you use the material from that supplement. In fact, I plan on keeping this game as simple as possible for a while, at least until we're all familiar with the system (and different people learn at a different pace). So, if you run out and buy Martial Power before we even start, don't expect to be able to use it.
Glossary
Places
Caernoth: Also known at the Celtan Forest, this old forest is home to an arboreal city of elves; one of the few truly free and good cities left in the world. The forest is also said to lead to the Feywild, if you know how to get there.
Etrunia: A vast nation of mostly grasslands that lies south of Caernoth, east of the Irongate Mountains and west of the Persembdan River. Though the plains are sunny, the darkness has not left Etrunia untouched; it is currently ruled by a sect of dragonborn intent on reclaiming their ancestors' lost glory.
Irongate Mountains: These massive peaks split the Kamidian continent in half. Home to many dwarves and other mountain-dwelling races, it is said the fires of its volcanoes lead directly to the Elemental Chaos and its deepest mines to the Abyss.
Kamidia: The continent upon which you live. The Irongate Mountains run roughly down the middle of the continent. On the east side, lie the nations of Etrunia, Caernoth, [Hyrn], Parsembdan, and Raven's Forest; on the west, a vast desert and beyond that, a realm of strange customs and stranger powers. To the north, a vast ocean, across which lies the northern continent, upon which no one living on Kamidia has ever trod.
People
[Watch Corporal] McGraw: A grizzled, old gate guard who has no shortage of advice to anyone coming to or leaving Bramblevale Keep.
[Provisioner] Thom Shando: The provisioner of Bramblevale Keep always deals fairly with merchandise coming in and out of his store. He is Jared Shando's younger brother.
[Trader] Vick Danatos: While some of her business overlaps with Thom Shando, Vick deals with a different clientele than Thom. Where Thom deals mostly with adventurers, Vick deals with traders and trappers.
[Jewel Merchant] Seth Tanno: Extremely unpopular for his miserly ways, Seth is the man to go to if you want the best deal on jewels and jewelry; the other traders simply don't have the coin to trade such valuable items.
[Priest of Bahamut] Derik Silverguard: An older, jovial man, Derik greeted you as you entered the keep. No one is sure why the Castellan tolerates his weekly sermons denouncing evil and tyranny; if the wrong person hears it, they could call down a lot of trouble on Bramblevale Keep. He lives in the inn.
[Priest of the Raven Queen] Jahn Maltos: Quiet and unassuming, Curate Maltos presides over all the funerals you've seen during your short time here. He is whispered to be a great influence on the Castellan and runs the chapel in the Keep..
[Banker] Jared Shando: Thom's older brother runs the bank. He tends to be more greedy and business-like than his brother and has been accused of loan-sharking and profiteering.
[Smith & Amorer] "Gristle" the Smithy: "Gristle" is a man of few words, but works hard pounding out the armor and shields the Keep's defenders wear. His assistants, Geoff and Rory, do most of the daily business transactions with adventurers and refugees looking to buy armor and shields.
[Tavern Keeper] Markus Wil: Markus is a gruff, but kind man who lives to serve good beer and good food in his tavern, the Rusty Barnacle. When asked why he named his tavern after something so impossible (not to mention the fact the keep is thousands of leagues from the sea), Markus replied "Scrapin' th' muck and rust off this place when I bought it was like cleanin' th' barnacles off the hull of my ship when I was a sailor in Hyrn, that's why, you
[Inn Keeper] Marjorie: Marjorie runs "The Hearth," where all people with any money stay in the Keep if they can't afford to outright buy an apartment or don't want to stay in the flop house. She's a kindly widow and runs a neat, tight house.
Witch Queen: A necromancer of origins unknown. She commands legions of undead and her demon generals carry out her aspirations of world conquest. One of the Overlords of the Kamidia, she first appeared marching from the Wizard's Rift in the east, destroying and conquering everything in her path.



