Rock Hammer Hold

A private D&D Campaign for the LOD set in the Silver Marches of the Forgotten Realms.
 
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 Rock Hammer 1372-1479

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PostSubject: Rock Hammer 1372-1479   Sun Dec 26, 2010 3:46 pm


Kregnok Coldforge



As the effects of being ice-touched by Chillreaver and the Seed of Winter wore off, Kregnok slowly returned to his life in Rock Hammer Hold. The dwarf, much like most of the other heroes, had retired from adventuring. Kregnok dedicated himself to his craft of blacksmithing as well as overseeing the quarry.

Kregnok met a young dwarven lady named Nola Fireaxe, who had also left her clan in her youth as did Kregnok. The two were wed by Umberto, started a family, and formed the first dwarven clan of Rock Hammer.

About a dozen years after the quarry was opened production shut down as Kregnok felt there was no more stone to be pulled from the mountain. In the meantime, activities here had nearly doubled the size of the valley. Part of the reason for the shutdown was the discovery of a vein of precious gems and the Coldforge clan immediately turned its attentions to this endeavor. Further excavation in it revealed connections to the Underdark. High magic was used to seal the entrance but later the Spellplague wreaked havoc on the magics, rendering it unstable.

Kregnok led an expedition into the Underdark to see what lies beneath the valley. The citizens were relieved to hear that no drow city was directly under them. Kregnok learned that a network of underground tunnels was nearby, but no immediate threats were present. Umberto ordered that some sort of early warning system be put in place. The Coldforge clan worked tirelessly on this project and set a series of prepared cave-ins that would trap anyone or anything coming up from below.

With most of his attentions turned to the Coldforge Mines, Kregnok felt he had too much on his plate and looked into selling the blacksmiths operation. A young dwarf named Dom Stronghammer, went from interviewing for a blacksmithing position, to buying the company outright. Kregnok kept a close eye on Dom and helped him as much as he could to see that he succeeded in Rock Hammer. The two were often seen at the Stone’s Throw Tavern, up late and causing a ruckus (much to the dismay of Lozigee the owner).

When Kregnok passed away the rest of the clan completely shut down operations of the Mine for a period of time. They all worked on an elaborate, dwarven made sarcophagi for their clan leader. The final resting place of Kregnok Coldforge was placed just inside the mines and still stands there today. Any dwarf, coming or going from the mines, will tap their tool or weapon to the side of the sarcophagi as a sign of good luck. Every year, on the anniversary of Kregnok’s death, the clan members come down and make repairs to the sarcophagi that it withstood over the past year.

Today the Coldforge Clan is as strong as ever. They still own and operate the Rock Hammer Deep Mines Company and employ a good number of people, dwarves mostly, in the valley. As a clan they are deeply respected in the community and are currently led by Immur Coldforge, a middle-aged dwarf who spends most of his time supervising activities in the Coldforge Mines.


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PostSubject: Re: Rock Hammer 1372-1479   Mon Dec 27, 2010 5:39 pm



The Spellplague

In the Year of Blue Fire (1385 DR), a magical disaster called the Spellplague changed the face of Toril, its lost sibling Abeir, and even the planes themselves. Flesh, stone, magic, space, and perhaps even the flow of time were infected and changed.

Most scholars believe that the Spellplague was the direct result of the murder of the goddess Mystra at the hands of Cyric, which Shar engineered. This took place shortly after the Gods descended to expel Tiamat from her rule over the mortal realm. This popular theory holds that magic was bound so long in Mystra’s Weave that, when the goddess died, it spontaneously and ruinously burst its bonds. Areas of wildmagic, already outside the constraints of the Weave, touched off first, but the plague raged on and on in ever widening spirals, devastating some places and leaving others untouched. It even tore through the realms of demons, gods, and lost souls before the end.

Ancient realms that had passed beyond easy reach of the world were pulled back, such as the Feywild (called Faerie in ancient days). The Abyss, home of demons, fell through the planes, unleashing swarming evil before finding its new home at the bottom of the Elemental Chaos. Even the long-forgotten sibling world Abeir burned in the plague of magic, despite having been cut off from Toril for tens of millennia.

Portions of Abeir’s landscape were transposed with areas of Toril in the disaster. Such landscapes included their living populations, bringing realms such as Akanûl and Tymanther to Faerûn’s face. Across the Trackless Sea, an entire continent of the lost world reappeared.

The Spellplague was a potent agent of change, but it also set off a whole string of secondary catastrophes.


Effects on Magic Items and Spells

Most items that permanently store magic, such as weapons, armor, cloaks, and boots, survived the Spellplague and continue to function normally. Even though their creation used the Weave, permanent access to magic was built into such items when they were created. However, some items created prior to the Spellplague temporarily stored “charges” of magic, such as wands and staffs. Such items either no longer work or don’t function the same way they used to.

Many creatures that had been able to cast spells and channel magic through the Weave found themselves powerless in the Spellplague’s wake. Some never regained their abilities. Others attuned themselves to the new magical environment, aided by a
diversity of talents, a process that took days for some and years for others. Still others took shortcuts to arcane power by swearing pacts to enigmatic beings.


Effects on the Landscape

The Spellplague ate through stone and earth as readily as flesh and magic. Broad portions of the continent of Faerûn collapsed into the Underdark, partially draining the Sea of Fallen Stars into the Glimmersea far below and leaving behind a gigantic pit called the Underchasm. The event splintered the Old Empires south of the drained sea into a wildscape of towering mesas, bottomless ravines, and cloud-scraping spires.
Of those ancient lands, the most changed by the Spellplague were Mulhorand, Unther, and Chondath, as well as portions of Aglarond, the shores of the Sea of Fallen Stars, and the Shaar. What was once called Halruaa was destroyed in a great holocaust, as if every spell held there had loosed its power simultaneously. The land bridge between Chult and the Shining South was sunk; now only a scattered archipelago remains.

Tendrils of the Spellplague reached to many other corners of Toril, sometimes bypassing great swaths of land by infecting both sides of the many portals that dotted the world. Such an effect might have been responsible for drawing portions of lost Abeir into Toril. Some sages suggest that the two worlds have undergone periodic conjunctions ever since they diverged, but that these were too subtle for most
creatures to notice. By an accident of timing, the Spellplague occurred during just such a conjunction, which caused the briefly overlapping lands to run athwart each other instead of passing in the night as before.

Pockets of active Spellplague still exist today, most notoriously in the Plaguewrought Land. Each of these plaguelands is strange and dangerous. No two possess the exact same landscape or features, but entering any of them could lead to infection by the Spellplague. Luckily for the world, the remaining plaguelands possess only a small fraction of the Spellplague’s initial vigor and are in hard-to-reach locales, often surrounded by twisted devastation. Most lands of Faerûn and Returned Abeir are entirely free of such pockets, though the plaguechanged and spellscarred (see below) might appear in any land.



Effects on Creatures

A creature, object, or spell touched by the Spellplague usually dissolved into glowing, dissipating ash. Places hit in the first few hours of the disaster twisted into mad nightmares: delicate structures of mind-skewing dimensions, half-melted cities, and shattered physical and magical laws. Sometimes living creatures survived but were hideously mutated. In the worst cases, they were altered, twisted, or fused to other creatures (regardless of species) or even to portions of the landscape. Most such mewling horrors perished within a few days.

A few things changed by the Spellplague survived only by accepting the new reality. Living creatures so affected are differentiated into two broad groups: plaguechanged and spellscarred.


Plaguechanged

A massive change in body and mind marks a creature that has survived contact with the original wave of the Spellplague. Such survivors are called the plaguechanged. Few of their descendants survive today—the initial plague was so virulent, and the changes wrought were so extreme. As well, many decades have passed since the Spellplague’s end, and old age claimed most of the plaguechanged. A few of the horrifying things bred true, though. Plaguechanged creatures are monsters, whatever their original race, driven insane by their dreadful metamorphosis. Even the least of them display potent abilities. Luckily, few of these creatures leave the plaguelands.


Spellscarred

Spellscars are usually gained when creatures come too close to a plagueland, though sometimes they afflict beings who have never had any contact with rampant magic. Sometimes a spellscar is a physical abnormality, but more often it is an intangible mark that appears only when its power is activated. An active spellscar might appear as jagged cracks of blue light racing across the forearms and hands, a corona of cerulean flame, a blazing blue glyph on the forehead, or perhaps even wings of cobalt flame. In all instances, blue fire is a sure indicator of a spellscar. A creature can learn to master its spellscar through a variety of methods. (The FORGOTTEN REALMS Player’s Guide has more information.) Some beings travel to plaguelands in hopes of gaining a spellscar; such “scar pilgrimages” are encouraged by an organization called the Order of Blue Flame.



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PostSubject: Re: Rock Hammer 1372-1479   Tue Dec 28, 2010 12:33 pm



Umberto Luini

The president of Rock Hammer had a very difficult time after awakening from the battle with Chillreaver. The monk was distant and saddened as he tried to cope with the failures he and his comrades suffered.

It was the nurse who placed Merthuvial in his hands while he was in a coma that brought him out of his depression. Timaree expressed to Umberto that despite what happened, the community still needed him and his leadership to survive in the Tiamat dominated lands. Umberto appreciated the wakeup call and settled down and married her months later.

Umberto worked to shore up defenses and ready his city for attacks. All abled bodied men and women of Rock Hammer had to serve at least one year in the army in some capacity. Some served as guards, some enrolled in the Arcane Academy, and others served in a support roll. When the Spellplague wreaked havoc on Faerun a few years later, it finally removed the threat that Tiamat posed on the world, allowing Umberto to focus his attentions on the city of Rock Hammer.

Although he was unable to afford much time to it, Umberto still ran and supported the Order of the Shining Fist. Kregnok assisted the monk in building a monastery into the cliffside, about halfway up. Umberto told his recruits that this was a good way to experience isolation while still watching over those you love and protect. Typically the monastery had 20-25 students at any time.

An extremely popular figure over the years, Umberto ran unopposed every election and served as president into his 60’s. Umberto and Timaree had a big family, and their children branched out in all facets of life in Rock Hammer. Some became merchants, some elected to stay in the military after their one-year of service was up, some moved into politics, some became professionals, and some even adventured.

Shortly before High Lady Alustriel passed away, Umberto negotiated independence from Silverymoon. The formation of the “Republic of Rock Hammer” was officially recognized throughout the Silver Marches (in 4th edition that area is now referred to as Luruar). The Republic of Rock Hammer was also a part of the defensive alliance High Lady Alustriel formed between Silverymoon, Everlund, and Sundabar.

After being out of the public eye for about a week, a teary-eyed Timaree reported that Umberto passed away in his sleep. Although he never showed any signs of deteriorating health, it must have been known to his family as ground had already been broken on the statue and mausoleum dedicated to the Republic’s first and only president.

Umberto would never permit the building of a statue dedicated to him in the center of the side, citing that money could be used to help fund a new school saying that all of his comrades should be recognized for their efforts in the war. But with his passing, the city was more than happy to honor his labors and dedication to their home. Months later, with stone left over from the quarry, the statue and mausoleum dedicated to Umberto was finished and placed at the end of Amyria Lane.
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PostSubject: Re: Rock Hammer 1372-1479   Wed Dec 29, 2010 10:48 am


Last moments of the Lords of Rock Hammer


Late in the battle, as the light of hope dimmed, Chillreaver laughed out loud. Four of the heroes were dead, the other two were dominated, and the two-headed dragon relaxed and concentrated on recharging his powers. Victory was his, and the heroes of Rock Hammer were no more.

Chillreaver flew into a rage when he learned that the heroes had wiped out nearly all of his followers inside Icehome. They would reach Nefelus the following day, and he had little in the way of a landing party. Teleporting back to the frost giant realm brought in as many warriors as he could muster but, still Chillreaver needed more.

Then he looked at the bodies of the heroes he just defeated.

Through the dark magics of his Queen, Chillreaver delayed the assault on Nefelus a full day while he used the powers of the artifact known as the Seed of Winter to raise the former attackers as minions in his dark and twisted plan.

By the time Icehome crashed into the shores of Nefelus, the once tropical island nation had already succumbed to the effects of the freezing temperatures. They scraped together what forces they could and stood in defiance as the invaders landed.

Amyria was crushed to see the attackers led by the Merthuvial-wielding Umberto. The former heroes, not fully transformed by the Seed, fought lethargically but effectively against the Nefelese. Althalus drew back icy arrows, Kregnok engaged now ice-blue runes, Bastion froze targets in place, and Grognak wadded into battle, appeasing the blood lust of Wicked Fang. Chillreaver swooped over the battlefield and demanded a complete and total surrender by Bejam. The deva-leader of Nefelus knelt before the dragon and offered his life in return for the safety of his people. Chillreaver gladly accepted, killing Bejam within his massive jaws, then went back on his word and annihilated every living thing on the island before retreating to Icehome. Tiamat would be grateful to her exarch for removing a potentially strong ally from the forces of the Order of the Platinum Shield.

But not everyone was dead.

Proximity to the Seed is essential for ice-touched possessed creatures, especially those who haven’t complete undergone the transformation. Chillreaver gathered up the rest of the frost giants as Icehome departed, but he either didn’t know or didn’t care that he retrieved all of the heroes. Perhaps he assumed most of them were killed in the battle.

Amyria, still in a state of shock found the bodies of Umberto, Kregnok, Grognak, and Lozigee. While free of the control of the Seed, they were in a catatonic state.

And they would remain this way for the next four years.

With little hope left for winning this war against Tiamat, Amyria felt duty bound to return the heroes home, back to Rock Hammer. Mayor Droverson and High Priest Evan Barksdale took them in and vowed to give them every bit of care these heroes could possibly need for the rest of their natural lives. A weeping Amyria promised to try her best to retrieve the bodies of Bastion and Althalus if she could, knowing full well that this was extremely unlikely as the war was to consume her for the rest of her existence.

While the war against Tiamat raged on across the entire world, the little tucked-away valley of Rock Hammer was safe and hidden from hostilities for the most part. The “Hero Corpses” as they became to be known, were bed-ridden but alive. They were unresponsive except occasionally their eyes would barely open, and they would mumble, “so…..cold….” before again falling into month-long slumber.

They never stirred, they never got better, they never showed any signs of hope.

The only thing of note with them over the years was when a nurse watching over Umberto placed Merthuvial in his hands. The president’s hands instinctively grasped the King-Maker with an icy death grip that would not be broken. Hope arose in the community, perhaps this was the thing that would break the spell over the heroes. But that was only a flicker of a dying flame.

Over the years, news trickled in from the rest of the world. After Bahamut was killed by Tiamat, Amyria sacrificed herself to restore the King of the Chromatic Dragons. But the Order of the Platinum Shield was not to stand long as Tiamat, the five-headed dragon god of evil, killed Bahamut once again, making him irrevocably slain. Her rule over Faerun was complete. Until the Spellplague year later.

One day, the people of the still growing community of Rock Hammer was visited by an old friend. Lane the Hermit, who had been gone for decades, arrived. He had been working on a cure for the ice-touched sickness the remaining heroes had. Weeks later, a bleary eyed Umberto, as were the others still inflicted, opened their eyes and were cognizant for the first time in years.

Still clutching Merthuvial, a saddened Umberto muttered, “My King.....I have failed you."


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PostSubject: Re: Rock Hammer 1372-1479   Thu Dec 30, 2010 10:46 am



Grognak Longfang

The barbarian bounced back quicker than the others from the effects of the ice-touch and even tried to rally the Heroes of Rock Hammer together as an adventuring group. Each time he brought it up, Umberto shook his head and walked away in sorrow.

Grognak ended up spending most of his time down at the Stone’s Throw tavern and quickly became the center of attention there as he regaled the patrons in tales of the heroes exploits. It was one of the barbarian’s stories of being abandoned at birth that sparked interest in Kelser Blackmane. The Red Tiger Tribe barbarian recalled a similar tale from his tribe. A mother was washing her young baby boy on a river when she was attacked. The boy floated down the river and was never seen again. That woman was wife of Adalwulf Longfang, chieften of the Red Tiger Tribe. That boy was his son.

Grognak and Kelser followed up on the story, returned to the place where Grognak was found, outside the Cold Woods by a local monastery. The stories matched up, Grognak was the lost boy from the Red Tiger Tribe.

Before Grognak would return to his people, Kelser had to catch him up his true past. Kelser had been a close friend and confidant of Thradulf Longfang, half-brother of Grognak. Since Thradulf was only half-Uthgardt, he would not become chieftain once Adulwulf became too old. That is, unless Grognak was out of the picture. As Kelser explained, Thradulf conspired to kill Adalwulf’s true son, but the attack went awry. The bandits under Thradulf hire claimed the baby was dead, but years later it was learned that the child floated down the river during the commotion, thus starting the legend. The boy was never found and Thradulf became chieftain of the Red Tiger Tribe.

Grognak returned to the tribe, and slew his half-brother Thradulf in single combat to regain control of his father’s tribe. Grognak went on unite the tribe and drive off the werewolves in the Cold Forest that plagued his people for years. Grognak settled down, married his former hireling Leera and fathered many children.

Grognak had treasured his time in Rock Hammer and made it mandatory for everyone who reached maturity in his tribe, to make a pilgrimage to the “civilized” lands to experience the world. While not everyone returns, most do and the Red Tigers have experienced a richer and more diverse tribe because of it. To further maintain his relationship with Rock Hammer, many of the “of age” tribe members would do their pilgrimage in Rock Hammer, so it became common to see barbarians from the tribe inside the valley.

Grognak lived a wonderful life, in charge of a tribe of barbarians, and living back in the Cold Woods from whence he came from. His one regret in life as he lay on his deathbed was bestowing to Kevlorn Longfang, his favored son, Wicked Fang years ago. The young man ventured forth into the world and no word of what happened to him ever reached the ears of Grognak.


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PostSubject: Re: Rock Hammer 1372-1479   Fri Dec 31, 2010 3:30 pm

Sons of Temel

A local and underground thieve’s guild in Rock Hammer, they take their name in reference to the former village of Temel who were (in their minds) forced to merge with Rock Hammer. The Sons of Temel fight in opposition to the government of the Republic of Rock Hammer in what they say have oppressed the descendants of Temel. Viewed as second-class citizens, the Sons of Temel formed to protect the families who came from Temel, but they have now expanded to include the poor and neglected of Rock Hammer.

They are led by Freddie “Three Coins” Banks, a former street vendor now retired. Freddie is in his mid-fifties, and walks with a noticeable limp, which he claims to have received from a beating by city guards. Two theories circle about where he got the nickname. One is that as a vendor, everything on his menu was priced at three coins of various denominations; be it two coppers and a silver, or three gold, it always added up to three coins. The second, and more nefarious theory is a proclamation that Freddie made after his leg was permanently injured, “Three coins! Three deaths!” No one to this day knows who the three people were that Freddie was threatening, but after that time, the numbers of the Sons of Temel swelled.

While they were never regarded as more than the Street Urchins Gang they were when Rock Hammer was formed, they expanded gradually and slowly over time. As the population grew, so did the disparity between rich and poor, fueling the fires of the Sons of Temel.


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PostSubject: Re: Rock Hammer 1372-1479   Sat Jan 01, 2011 5:54 pm

Lozigee Bologard


The halfling woke from the slumber brought upon by the Seed of Winter with a new look on life. What good was the accumulation of wealth if one was not around to spend it? Lozigee became less and less of a rogue and more and more of a businessman. He worked tirelessly for two years getting the Stone’s Throw tavern up and running to his liking. Once that establishment was operating efficiently Lozigee gathered up all his money, including a loan from the president, and began construction of the House of Dazu, a more upscale tavern and pub in the heart of the now expanding city.

With the increase in caravan travel, the Stone’s Throw tavern ideally located “A Stone’s Throw” from the Everlund Pass, flourished. With this income Lozigee was able to float the House of Dazu until it reached profitability.

Lozigee would perform this pattern as he entered the inn business, building three of them over the next nine years. The first was an expansion on his first tavern, making it the Stone’s Throw Tavern & Inn. The second was nicer establishment called the Comfortable Maiden, was much larger and included rooms for extended stays as well as meeting rooms that many of the guilds of Rock Hammer (those not meeting in private) used for gatherings. The last inn was the most prestigious of them all, The Green Fields. Named after the halfling dominated plane, and home to Chauntea.

Finally Lozigee settled down and had a small family. Owning all of the inns in Rock Hammer as well as the busiest tavern (Stone’s Throw) and the fanciest (House of Dazu) has afforded Lozigee with a wonderful lifestyle, as he and the rest of the Bologard family live in one of the penthouse suites in The Green Fields. Easily the richest family in Rock Hammer, Lozigee has become the epitome of the wealthy and the envy of all.

But not all.

Some people hate the success of others. Some people question how this halfling could hold a monopoly (and another near monopoly with the taverns) in Rock Hammer. Some wonder if he ever did repay for his loans. Rumors of political blackmail at the worst and lobbying at the best swirl around the Bologard family to the present.

When Lozigee passed away, the rest of his family planned a huge procession to celebrate the one true celebrity of Rock Hammer. This caught the evil eye of the Sons of Temel. Ironic that this was not only a thieves guild to which Lozigee once was, but initially formed by the same Street Urchin gang that he formed years ago. The Sons saw this as an affront to the poor, and sabotaged the funeral procession. Forcing the family to honor Lozigee’s funeral in private.

Today the Bologard family still tangles with the Sons of Temel, but they still own and operate all of the inns in Rock Hammer, and the two most notable taverns as well.


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PostSubject: Re: Rock Hammer 1372-1479   Sun Jan 02, 2011 6:21 pm

Political Structure of the Republic of Rock Hammer


The Republic of Rock Hammer took form when Umberto and High Lady Alustriel signed the alliance agreement some 80-years ago. Currently the tiny Republic is led by a President and assisted by a council comprised of elected and appointed officials. Councilmembers stem from two separate two: guilds and wards. The six guilds that are represented on The Council include the League of Fighters (Fighter’s Guild), the Magician’s Alliance (Wizard’s Guild), Rock Hammer Trade Coalition (Merchant’s Guild), Order of the Shining Fist, the Laborer’s Guild, and the City Watch.

The representatives from the Wards are from each of the seven wards in Rock Hammer. The Dwarven Ward, the Lower Ward, Blackstone, Elmshire, Temel, Amyria Ward, and Greatrock

Each guild is free to elect whomever they desire, with no term limits set (although the Order of the Shining Fist, the Laborer’s Guild, and the City Watch have self-imposed term limits). Each ward councilman is elected for two-year terms with no term limits. Rock Hammer Trade Coalition has a lot of pull as it has its own representative as well as the elected official in the Amyria Ward, which is located in the business heavy central region of Rock Hammer.

The president must work together with the 13-member Council to get things done, and it requires a majority vote to pass laws and edicts. The Council may bring their own laws and edicts up for debate and vote, but the president had veto power. The president is elected by a popular vote and serves a four-year term, and may be re-elected multiple times.

Currently the present of the Republic of Rock Hammer is Fiona Luini, great-great-grand-daughter of Umberto, and she is just one year into her first four-year term. Regarded as politically weak despite here heritage, Fiona has butted heads with many of the councilmen, most notably the Rock Hammer Trade/Amyria Ward and to lesser extents the League of Fighters, City Watch, Lower Ward, and Blackstone.

It is widely known that the Rock Hammer Trade guild runs things in Rock Hammer as they have grown in power over the last 25 years. While many of the other guilds and wards do well in representing their own interests, they don’t go beyond that like the Rock Hammer Trade does to effect policy for the entire republic.


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PostSubject: Re: Rock Hammer 1372-1479   Mon Jan 03, 2011 12:58 pm

Troy Percival


The paladin of Helm had grown into a roll of leadership while the heroes were still afflicted with being ice-touched by the Seed of Winter. He was a young, charismatic champion at a time when the fledgling community needed one the most. By the time Umberto and the others were ready to assume their rolls as leaders, Troy Percival and the Temple of Helm had become widely popular in the valley.

While Evan Barksdale ran the Temple of Helm in Rock Hammer, Troy now had more time to stamp out evil and uphold justice in the region. Between the two of them, the Temple of Helm experienced an increase in its congregation and followers to dedicate oneself to the cause.

It was on a mission in the Nether Mountains that separated Troy Percival from the Temple of Helm. While chasing a demonspawn in the Fey-ri Ruins near Rock Hammer, the Spellplague struck just as the paladin entered a portal.

Seventy years later, he finally emerged.

The effects of the Spellplague compromised the portal into a stasis chamber, freezing Troy Percival in time until he reemerged in the year 1471. Troy returned to Rock Hammer and was amazed to see its growth in the decades he had been gone.

Troy felt this was Helm’s will, that his god had need for him in the future. With his faith reenergized, Troy has returned to the Temple of Helm in the Greatrock Ward and picked up where he left off quickly becoming an icon. Protecting the weak, attracting followers to the cause, and dealing out justice.


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PostSubject: Re: Rock Hammer 1372-1479   Tue Jan 04, 2011 2:32 pm



Clan Oakbeard

The Oakbeard brothers began their clan as the means by which the stone from Rock Hammer was delivered to Sundabar. The Oakbeards were then just two brothers and a son who transported the soon-to-be temple stone from Wageton down the Rauvin River to Sundabar. As production stepped up, the Oakbeard brothers put a call out to their cousins and other relatives for work. The delivery company, Rauvin Cargo, grew and grew over the years, and branched out to other delivery opportunities enterprises along the river. They even went as far as to secure an office in Rock Hammer to seek out more business.

Decades later, when the temple was finished and the need to transport the stone ended, Rauvin Cargo was in dire straits. They still had other work along the river, but the Rock Hammer contract was more than half of what they earned in a year. The company nearly folded.

The Oakbeard brothers were forced to lay off most of their workers, and since a good majority of them were relatives, the Oakbeards were essentially cut off from their people. The packed up and moved to Rock Hammer, to live permanently, and worked in the offices in the valley.

Slowly and steadily, the Oakbeards expanded from just delivering cargo to buying and selling it themselves. They had come to know the area and had a better understanding of what goods would and would not sell. A practice that minimized losses in the Nether Mountains.

Through careful planning and a good sense of business, the Oakbeards grew the company into the largest supplier of goods between Silverymoon and Everlund, including over half of the goods sold in Rock Hammer.

Currently the Oakbeard clan is led by three brothers; Uled, Thorak, and Hathar. Uled best exemplifies what his forefathers believed in; slow growth and thoughtful preparation. Thorak doesn’t have much of a flare for business, his most important contribution to the company is that he is well liked by everyone in the clan as well as those in employ by the company. Hathar is eager to make expand Oakbeard Trade & Cargo, feeling that the methodical way that his older brother Uled operates, is what will eventually lead to a slow demise for the company.


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PostSubject: Re: Rock Hammer 1372-1479   Tue Jan 04, 2011 6:24 pm


High Lady Alustriel


Lady Alustriel Silverhand is the longtime ruler of Silverymoon and founder of the Silver Marches (now known as Luruar), a confederation of various states in the areas around Silverymoon (including Mithral Hall, Everlund, Citadel Adbar, and other citadels, towns, and villages).

She was a powerful mage, being one of Mystra's Chosen and has a preference for creation magic. She is known for her love and devotion to her people (which may be considered unusual for wizards who act as the rulers of nations). Due to this, she was extremely popular in Silverymoon (as well as everywhere else she goes) and most of her subjects would do anything within their power to keep her from harm. She was considered a wise and fair ruler, only showing anger in cold, pointed speeches.

Apart from being an intelligent, wise, and charismatic leader, she was also considered to be very beautiful. She shared the silver hair that is a trademark of the Seven Sisters.

She sought to create a realm that would radiate glory and culture, much like the (previously fallen, now restored) elvish kingdom of Myth Drannor. After some initial reluctance, Lady Alustriel agreed to recognize the sovereignty of the Republic of Rock Hammer, granting them full and exclusive rights to govern the Everlund Pass that lies within the Nether Mountains.

Before she passed away, High Lady Alustriel of Silverymoon founded a mutual defense league in the region. Her son Methrammar Aerasume came to head a more diminished league. The effects of Tiamat’s attack on the world had a long lasting impact. The dwarves of Adbar, Mithral Hall, and Felbarr parted ways with the others, unwilling to compromise their own defenses by shoring up the smaller settlements in the area. The dwarves remain potentially powerful allies of Luruar but are not always reliable.


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PostSubject: Re: Rock Hammer 1372-1479   Tue Jan 04, 2011 7:07 pm

‘Nok & Nak’s Brewery



This brewery of fine dwarven ales and lagers has been around for almost 75 years when the sons of Kregnok Coldforge (Yimof) and Grognak Adulwulf (Ath) came up with the idea after a night of heavy drinking. With a nice investment from their fathers, the two started brewing the next day.

It took them a number of years as they honed their skills before they produced a concoction worthy to drink. They were located in an ideal area of town, just on the edge of the dwarven ward where they always had a line of workers to try their wares on. Eventually they got it right and expanded their products to those that non-dwarves would like. Soon they were delivering products all over town and eventually to Silverymoon and Everlund by way of the Oakbeard Cargo & Trade Company.

Their most famous drinks are the bitter “Nok & Nak’s Failed Save”, the full bodied “Nok & Nak’s Natural Ones”, and most of all the dark stout, “Nok & Nak’s Bare-Back Dragon Rider”.

Today ‘Nok & Nak’s Brewery is led by Adarc Longfang(great-great-grandson of Ath), and Valddan Coldforge (great-great-grandson of Ath). They are still located in the same spot and recently have been trying to procure a commercial license to open up their own tavern, but as of yet, have not been able to secure the license from the council.


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PostSubject: Re: Rock Hammer 1372-1479   Wed Jan 05, 2011 8:41 am


Luruar


Luruar is a land of friendship and safety, a defensive league of strong, independent cities. It offers a new start for people with ruined lives, welcoming those of all races and backgrounds, as long as their intentions are noble.

Quote :
LURUAR REGIONAL BENEFIT
You can reroll any History check, but you must keep the second result, even if it is worse. You also gain one additional language of your choice.


Common Knowledge

The past century saw several smaller forests merge into the Glimmerwood. Although the cities of Everlund, Silverymoon, and Sundabar remain strong and united, dwarven allies of old have withdrawn. The boundaries around Luruar have changed as well, with the formation of the orc nation of Many-Arrows to the north, the opening of the elven kingdom of Evereska to the south, and the expansion of Netheril to the east.


Regional Features

The united cities of Silverymoon, Sundabar, and Everlund form a trinity of civilization at Luruar’s core. Despite the safety of the region’s cities and roads, its wilderness is dangerous, filled with murderous and hungry creatures.


Silverymoon: High Lady Alustriel’s line carries on in the form of her son, Methrammar Aerasumé, who is High Lord of Luruar and dwells in Silverymoon. The Gem of the North, as the city is known, attracts travelers, adventurers, and scholars with its university, library, temples, and promise of opportunity. Silverymoon welcomes many races, but elves, half-elves, and humans comprise most of its population.

Sundabar: With the growing threat of Netheril to the east, Sundabar has expanded its defenses and added to its ranks warriors from the far reaches of the world. In the shadow of the Netherese threat, Sundabar has flourished and is no longer known only for its magic weapons. The city’s reputation is built on its strong economy and fiercely independent people.

Glimmerwood: This single stand of trees is made up of formerly separate forests (the Moonwood, the Druarwood, the Cold Wood, and the Night Trees) that grew together. Orcs and Uthgardt barbarians dwell in the western and northern sections, but few dare venture into the eastern expanse, the home of a clan of lycanthropic skinchangers known as the People of the Black Blood.

Nether Mountains: The past decades have seen a rise in monstrous activity in the Nether Mountains, the focus of which has been on a figure known as the Mound King. This plaguechanged wight is only one threat, however, for shades and humans from Netheril grow increasingly bold, launching raids from these mountains. The one beacon of hope of humanity if the Republic of Rock Hammer, located just off the Everlund Pass.

The Evermoors: Dangerous as always, the Evermoors continue to represent an untamable blot on otherwise civil lands. The growing strength of the town of Nesmé, as well as that of Luruar’s Knights in Silver, has succeeded in quashing the former troll threat, but now hill giants have run amok. However, the giants avoid the center of the Evermoors, for something dwells there that makes meals even of them.


People of Luruar

Humans, elves, and half-elves make up Luruar’s dominant population. Dwarves, half lings, and eladrin are present in smaller numbers. Although viewed with some skepticism, dragonborn, tieflings, half-orcs, and genasi also appear on the streets of Luruar’s diverse cities.
LURUAR


The Kingdom of Many-Arrows

Many-Arrows is a nation of orcs located to the north of Luruar. Although orcs occasionally raid the southern lands, conflict between Luruar and Many-Arrows has thus far been averted. The Uthgardt barbarians who operate independently within Luruar are enemies of Many-Arrows and act as unintentional defenders against independent orc incursions.
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PostSubject: Re: Rock Hammer 1372-1479   Wed Jan 05, 2011 11:53 pm


Kingdom of Many-Arrows


The Kingdom of Many-Arrows is an orc kingdom founded by Obould Many-Arrows in 1371 DR and recognized as a sovereign realm by several of the Silver Marches signatories the following year. It stretches From Mithral Hall in the west to the Moonwood in the east and to the Evermoors in the south.

A glimpse into the future makes it known that the kingdom will last at least 100 years to the reign of king Obould VI, but even then, renegade shamans of Gruumsh are attempting to go back to the old Orc ways and wish to attack their neighbours instead of continuing to foster peaceful relations with them.

The orcs of Many-Arrows occasionally raid southern lands but open conflict between Luruar and Many-Arrows has been completely averted as of 1479 DR. Open conflict between Many-Arrows and the Uthgardt of the region however has been rife since the realm's inception.
Government

Many-Arrows is currently ruled by King Obould XVII from his skull-adorned, horned throne in Dark Arrow Keep. Obould dynasty has reigned almost uninterruptedly since the kingdom founding. Although there has been some civil wars, peace have been maintained since the Year of the Malachite Shadows
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PostSubject: Re: Rock Hammer 1372-1479   Thu Jan 06, 2011 12:54 am


Evan Barksdale


Founder and high priest of the Temple of Helm in both Temel and then again in Rock Hammer, Evan eventually grew into the role of religious overseer of a multitude of faiths in the region.

Because of the attack on Temel by the Broken Tusks orcs, Evan became bitter and intolerant of not only other races, but also other religions. He was known for showing this whenever the Lords of Rock Hammer were away on an adventure, as he would take this opportunity to push his agenda across for the entire valley.

But over the years and having spent more and more time with Umberto, Evan began to soften his stance, and began viewing the health of the community as a whole and not just his congregation. Umberto placed Evan in charge of overseeing that any organized religion be not only welcomed into Rock Hammer, but given whatever assistance they needed to spread their word and grow roots, as long as they weren’t evil in nature.

Evan welcomed Troy Percival into the ranks of the Temple of Helm and between the charismatic paladin and the understanding and wise views of Evan, membership and follower levels to the Temple increased dramatically.

Helm died in 1384, but Evan’s Temple in Rock Hammer would not fade away entirely. Many paladins of Helm eventually followed Torm and it wasn’t until after the Spellplague in 1385 when Tyr stepped down, did all men and women, lawful good and steadfast in their devotion to the righteous cause, turn to the one single god who’s portfolio was this.

Evan oversaw this transformation to not only the Temple of Torm in Rock Hammer, but was also called upon to help in Everlund and Sundabar.

Evan worked with the Temple of Torm and many of the other religions in Rock Hammer until the day he died, in his late 70’s. He was saddened by the disappearance of Troy Percival, but he was proud of the fact that he brought religion, not just his, to all of the people of this region.
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PostSubject: Re: Rock Hammer 1372-1479   Thu Jan 06, 2011 12:56 am


Enemies of Silverymoon



Silverymoon is the leading city of the Confederation of the Silver Marches. The confederation is new and some difficulties exist when cooperation is needed. It is a common belief, though, that the cities in the region will fall to the many enemies that surround them unless they manage to somehow unite and fight together. That is exactly what Alustriel had in mind when she was working towards the creation of the confederation, and to this day she and the city of Silverymoon are the force that holds the confederation together.

Silverymoon remains allied with other cities in the North, like Waterdeep and Neverwinter, but also has many enemies. The Arcane Brotherhood, a small group of wizards and sorcerers based in (and controlling) the port city of Luskan and whose ultimate goal is to rule the North of Faerûn. In fact, the Silver Marches (and therefore Silverymoon) are considered by the leaders of the brotherhood as its main target in their quest for domination.

The Shadovar, the inhabitants of the Netherese floating City of Shade that recently returned to Faerûn (specifically, over the Anauroch desert), have not yet made a move against Silverymoon, being too busy cleaning their territory of their mortal enemies, the Phaerimm. However, it is unknown what course of action the shadow wizards will choose to follow in the future. They may turn against the Silver Marches, or, being totally unpredictable, they may seek to cultivate stable diplomatic relations in order to gain more time to consolidate their position as a political entity in the North. In any case, the authorities of Silverymoon consider the Shades as potential enemies.

Other cities set aside, there is the ever-present danger of yet another orc horde, this time much more deadly, for it will be led by a capable orc warlord, King Obould Many-Arrows. He is unlike the typical orc in that he carefully and methodically plans his conquests and slowly works his way towards fulfilling his goals.

One needs not look far to find enemies of Silverymoon; enemies can also be found within the Silver Marches. The People of the Black Blood are a loose organisation of many small tribes of Malar-worshipping lycanthropes that dwell in or around the Moonwood. Although they are in constant conflict with the folk of the Silver Marches, they are not organised enough to pose a significant threat to the existence of the city of Silverymoon and the confederation.

Last but not least, enemies also lurk in the depths of Toril, the Underdark. Recently an army of drow elves from the city of Menzoberranzan laid siege to Mithral Hall, a dwarven stronghold under the leadership of king Bruenor Battlehammer, and were driven back only with the combined efforts of Mithral Hall and Silverymoon and the fact that the attacking drow failed to make provisions for the sunrise that would eventually come if the battle lasted long enough (as was the case). Plans are also made (albeit reluctantly) to resettle and fortify the abandoned svirfneblin city of Blingdenstone, which was destroyed by the drow and their conjured demons some years earlier as punishment for fighting on the dwarves' side in the battle of Mithral Hall
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PostSubject: Re: Rock Hammer 1372-1479   Thu Jan 06, 2011 12:00 pm

Sam, you're my hero... the 'Nok & 'Nak Brewery... beautiful.
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PostSubject: Re: Rock Hammer 1372-1479   Fri Jan 07, 2011 2:27 pm



The League of Fighters

The fighter’s guild was founded by a seasoned fighter named Rumeal Vers in 1387, just after the Spellplague. At the time, Rock Hammer had great need for the guild with the uncertainty of arcane magic, people needed a place to turn to hire skilled and trustworthy fighters for situations that the City Watch can’t help.

Today, the guild is as strong as ever, boasting over 20 members and nearly a dozen trainers, specialists, and management.

Currently the League of Fighters is led by Shagold Gatecrasher, a dragonborn warrior originally from Waterdeep. Shagold wishes to expand the roll of the League and receive more (and official) contracts from the government in the Republic of Rockhammer.

Membership is 25 gold pieces up front, and then 25 gold pieces a year. Members must be in and remain in good standing in the community. Shagold likes to put new members through a series of tests to see if they have what it takes. The League can train members that are barbarians, paladins, and rangers up to 4th level, and they can train members that are fighters, wardens, and warlords up to 5th level with training bonunes.


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PostSubject: Re: Rock Hammer 1372-1479   Fri Jan 07, 2011 2:30 pm



Clan Stronghammer

The Stronghammer clan had the fortune of coming to the valley at the right time. As the Coldforge clan transitioned from mining stone to gems, they found that the blacksmithing business to be too much for them to handle. Dom Stronghammer went from interviewing for a blacksmithing position with Kregnok, to buying the company outright. Dom saw the growth of the valley and knew that the workload was more than his family could handle, so he set about hiring any blacksmith the region to come work for him. Soon the Stronghammer clan owned and operated three blacksmith inside the valley, and a fourth one in Wageton. In fact, one of Umberto’s sons, Roberto, helped negotiate the establishment of the Stronghammer Smithy in the city by the River Rauvin.

It was a common occurrence to see Dom and Kregnok at the Stone’s Throw tavern, up late, drinking ale, a causing a ruckus (much to the dismay of the owner Lozigee). The Stronghammer clan has always looked up to the Coldforge clan for giving them a chance, but over the years, the two clans have grown apart. While still polite to each other, they are not as close as Dom Stronghammer and Kregnok Coldforge were.

Currently the Stronghammer clan is led by Aren Stronghammer. She is a shrewd business woman with little sense of humor. Her dreams are to own every smithy between and including, Silverymoon and Everlund. Her ambitious plans have meant near bankruptcy several times for Stronghammer Smiths, but she had been able to keep afloat over the years. The Stronghammer name is now in those major cities (one location in each), and they also boast locations in Cholnudon as well as the original location in Rock Hammer.


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PostSubject: Re: Rock Hammer 1372-1479   Sat Jan 08, 2011 12:13 pm

Plots in Luruar


Tombs of Deckon Lar

Seven wight-haunted tombs shudder in the col grip of the Mound King, a plaguechanged wight with powers unknown but whispered to be terrible. The tombs were once the secret hoards of bandit lords called the Chieftains in Gold, who dominated the western Nether Mountains centuries ago. They hailed from a secret location and buried their dead in barrows filled with ill-gotten loot. One of the seven tombs was plundered by a group of salvagers, and vengeance found them all as they made their way back to their Silverymoon base. In each case, they dismembered corpses were discovered, sans loot and equipment, with the message “Disturb not the Mound King” inscribed in their flesh.


Tower of the Tree Slaker

In the Glimmerwoods, a square tower overgrown with vines stands in a shallow vale. The keep is guarded by animate vines, shambling mounds, and burrowing roots. Its master nourishes a botanical monstrosity growing inside by “watering” it with the blood of elves and humans. This vegetable entity was grown from the plaguechanged seed of an oak tree.


Xammux

A ravine marked by a few standing stones can be found south of the Nether Mountains in the eaves of the High Forest. Cut into the ravine’s side is a stone door on which symbols of warning are lightly scratched. Beyond is an underground complex, apparently hundreds of years abandoned and partly flooded. Animate fungus creatures stalk the moist upper halls, and pale monstrosities swim the flooded vaults. The meaning of the word Xammux remains elusive.
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PostSubject: Re: Rock Hammer 1372-1479   Mon Jan 10, 2011 3:51 pm

Greatrock Ward

Located near the center of the city, just in front of the government district, it is the smallest ward in Rock Hammer. Inside this area are the temple for all of the religions recognized in Rock Hammer including the Temple of Torm, High Halls of Moradin, the Shrine of Selune (and Sehanine), the Waukeen’s Sanctuary, Tymora’s Holy Temple.

The Council representative from Greatrock Ward has been rotated among the five religions, with the High Priest of each temple serving a two-year stint on the council. The current representative is High Lady Kadaline Willow of Waukeen’s Sanctuary.


Torm or The Loyal Fury, is the god of law and a lawful good greater deity whose portfolio consists of duty, loyalty, and righteousness. His symbol is a gauntlet, much like the symbol of the slain Helm, though specifically Torm's symbol is a left-hand gauntlet held upright with palm forward.

Worshipers
Torm's worshipers consist of those who favor the cause of both Good and Law. Righteousness, honesty, loyalty and truth are their primary pursuits. In the Post-Spellplague world, which is more dangerous and darker than ever, they shine as beacons of hope and courage.




Moradin is the lawful good god of the dwarves and the chief deity in their pantheon. A harsh but fair judge, he is strength and force of will embodied. Moradin inspires dwarven inventions and constantly seeks to improve that race, encouraging their good nature, intelligence, and harmonious existence with other good races while battling their pride and isolationist tendencies. Moradin's holy day is on the crescent moon and he is worshipped at forges and hearths.

Followers
Moradin's clerics, known as Sonnlinor, are usually drawn from family lines, like most dwarven occupations; they wear earthy colors, with chain mail and silvered helms. Moradin charges his followers with the task of removing the kingdoms of orcs and wiping out the followers of Gruumsh. The church of Moradin has an active role in guiding the morals of dwarven communities; they emphasize his hand in everyday dwarven activities such as mining, smithing, and engineering, and invoke his blessing when these tasks are begun. They lead the push to found new dwarven kingdoms and increase their status among surface communities. Many of these communities celebrate Hammer 1st, believing that day in 1306 DR to be a blessing by the Dwarffather.




Selûne also known as Our Lady of Silver and the Moonmaiden, is the goddess of the moon. She is also venerated in Faerûn as a goddess of light, stars, navigation, navigators, wanderers, questers, and goodly lycanthropes.

Worshipers
Selûne's clerics are a very diverse group, including sailors, non-evil lycanthropes, mystics, and female spellcasters. Her church's main objective is to fight evil lycanthropes and summon the Shards, blue-haired female planetar servants of Selûne, to battle the minions of her archnemesis and twin, Shar. The temple also performs fortune-telling, healing, and practices self-reliance and humility.



Tymora or more commonly Lady Luck, is the goddess of good fortune. She shines upon those who take risks and blesses those who deal harshly with the followers of Beshaba. Should someone flee from her sisters' mischievous followers or defile the dead, their fate would be decided with a roll of Tymora's dice.

Worshipers
Commonly consisting of adventurers and others who rely on a mixture of luck and skill to achieve their goals, the Tymoran clergy encourages folk to pursue their dreams. They are also dutybound to aid the daring by providing healing and even some minor magic items.
Shrines and temples of Tymora are widespread as the need of adventurers to be healed making the temples wealthy. These places of worship often differ significantly from each other in powers, manners and titles though, with little overall authority or hierarchy. The temples provide potions, scrolls or other little things like glowstones, often as rewards to those who serve Tymora and her tenets well



Waukeen or the Merchant's Friend, is the goddess of coins and wealth. She rules over deals done above and below the table and believes that mercantile trade is the best road to enrichment. Waukeen frowns upon destroying fine trade goods and favors those who oppose the propagation of malicious rumors that could harm someone's commerce.

Worshipers
Waukeen's faithful travel the world aiding merchants or staff temples in large cities that serve as moneylenders and change houses. They believe in investing in enterprises that have any chance of succeeding.


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PostSubject: Re: Rock Hammer 1372-1479   Tue Jan 11, 2011 5:14 pm

Arcane Academy


One of the oldest and most revered buildings in all of Rock Hammer, the Arcane Academy was first built thanks to the tireless efforts of Tian Serpenthelm. She was a hireling of Kregnok and was once a member of the Magician’s Alliance in Silverymoon and after receiving permission, she began work on the Arcane Academy in Rock Hammer.

While her life was taken during the Spellplague years later, the efforts of Tian wouldn’t be for not. The rest of the surviving arcanists endured the tough times and emerged on the other side as strong as ever.

While they do not solicit jobs like the League of Fighters does, the Arcane Academy does occasionally provide spells, rituals, and services for hire when the need arises. Foremost, the Arcane Academy is a school of learning. They have four spellcasters instructors on their staff.

The eladrin Shedessa Mistymoon trains warlocks and she specializes in Star and Fey pacts. Erade Ashangor is an older human male and is the instructor for wizards and he is an excellent teacher for rituals. The elven Galdor Dorthonion is the instructor for sorcerers and he is familiar with both dragon magic and wild magic. Allen a’Dales is the latest addition to the staff, and he is a teacher of bards.

Anyone seeking training in any of the arcane schools can get that from the Academy up to 5th level, but training is reserved for students and former students. Tuition is 50 gold pieces of year, and for former students it is 20 gold pieces of year.

With the exception of the most recent addition, the staff of the Arcane Academy has worked together for some time and get along great. They co-share ownership and responsibilities of the Academy. They have grown tired of the politics of Rock Hammer and have threatened to withdraw their membership from The Council on several occasions, but have always been talked back into staying, usually on the urging of the president.


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PostSubject: Re: Rock Hammer 1372-1479   Wed Jan 12, 2011 1:25 pm

Temel Ward


When the Broken Tusks orc tribe evicted the residents of Temel, they fled to Rock Hammer where President Umberto granted them permission to settle and rebuild their lives in the valley. They began building homes in the southeast region of the valley and this is now the heart of the largest and oldest ward in all of Rock Hammer.

Many of the resident here can trace their ancestry back to those migrated here from Temel itself. A good number of laborers both skilled and unskilled have made the Temel Ward their home. Mostly a residential area, the Temel Ward boasts the highest population which is something that irks many of the long standing residents. They feel that they are not properly represented in government having only one sitting member on the Council. The “Sons of Temel” spawned from this resentment felt by the community and many believe that their headquarters are based somewhere within this ward.

There are a number of attractions in Temel, in the center of the ward is the famous Red Tankard, a huge tavern that caters to the locals. The Stronghammer Clan have one of their blacksmith shops set up in the same location as the one Kregnok first established. Several general stores, markets, places to buy weapons and armor, stables, just about anything can be found in Temel.

The close knit community is led by Wesley Droverson, great-great-great grandson of Kevian Droverson who was the last mayor of the village of Temel, and the first mayor of Rock Hammer. Wesley sits on the Council and represents his ward to the best of his ability. He has worked tirelessly to clean up the ward and has distanced himself from the “Sons of Temel”, saying that their tactics and beliefs are counter-productive to the ward.


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PostSubject: Re: Rock Hammer 1372-1479   Thu Jan 13, 2011 10:28 am

Elmshire Ward


The area north of the keep was the last to get developed. What was once the gardens and farms of early Rock Hammer, eventually turned into the richest ward in the valley.

It was Umberto who first broke ground in this location when he built Luini Manor. The President’s residence underwent several expansions over the years as the Luini family increased.

The war received its name from a huge elm three that Umberto planted on a small hill in remembrance of Althalus and Bastion, comrades lost in the battle against Chillreaver.

Over the years, as the social classes began to separate, the entire area saw more and more wealthy individuals builds homes here.

Currently the area is dominated by members of the Rock Hammer Trade Coalition, but not exclusively. Bren Thoran, an ex-adventurer, has settled down here after his dungeon plundering days were past. The mysterious Tyreke Rhett moved in and built a custom residence with workers from out of town, and has quietly lived here for the last six years. People whisper about him behind his back, mostly trying to guess what race he is. Valamross, the very helpful city official from Silverymoon back in the early days of Rock Hammer, retired and settled down here. Nearly 135 years old, Valamross is seen as a friendly figure in the community.

Today the Council’s representative from Elmshire is a tiefling named Tain Bravis, former owner of Rock Hammer Gold & Trust.


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PostSubject: Re: Rock Hammer 1372-1479   Thu Jan 13, 2011 10:36 am

Cholnudon


Years after Rock Hammer was recognized as a Republic and charged by Silverymoon to govern the Nether Mountains along the Everlund Pass, President Umberto set out to do something he always wanted to do.

Deal with the Cholnudon problem once and for all.

Working off of information provided by Lane the Hermit, and with the military help from the Knights in Silver (from Silverymoon), Umberto and Kregnok rode into battle one last time to the troublesome village to the south.

The attack was swift, and for the cabal of assassins who ran Cholnudon, it was without mercy.

Umberto was thorough in weeding out the evil from the town, thanks to Merthuvial. By the end, almost three out of every four citizens of the village was removed. Most were jailed in Everlund or Silverymoon, but the hierarchy of the assassins were executed on the spot.

Once Umberto was able to sift through the records to see how far the cabal’s treachery went, it was easy to convince Everlund and Silverymoon to allocate funds to the rebuilding of Cholnudon.

Today the village is primarily an agricultural area with a fair share of the goods sold to Rock Hammer since the valley city has no other places to grow food.
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