Kyrdanna's Tears (Faalor VII)
Last Updated:
PST.
Start Date: Sept. 15th, 2007
Schedule: Every other Saturday, 2-5
PM EST
Information that follows is
final. I would strongly suggest printing this cheat
sheet and keep notes on it.
This campaign is a continuation of
the previous campaign in which the PCs took on the roles of
the founders of the town of Kyrdanna. It takes place a
year after the events of the Havenshire
campaign and 283 years after The
Founding of Kyrdanna. As I've been working on this
one, it may end up being a bit longer than
others.
Player Characters
PCs should be citizens of Kyrdanna. Baring that, they must have a significant reason to be in town and to want to defend it. In a word, your character should be a hero in some manner. I would encourage each player to select a faction that they can be a part of. This won't mean that you will automatically be enemies of any of the faction, but will help to ground you in the setting and help me find motivations for our character.
Players are free to choose any alignment they wish but, if you decide to play an evil character, I may place additional requirements on you. Basically, the best character will be one that is brave enough to want to do some "adventuring", good enough to want to help the town of Kyrdanna in some way and, baring that, smart enough not to expose themselves as a completely evil bastard. On top of that, some reason to cooperate with your fellow players should be considered. This campaign will require it. That, of course, does not mean your character has to love all of the other PCs, it just means that, in order to have a fun and successful campaign, you shouldn't start your character out automatically in opposition to the rest of the players.
If your character is a citizen of Kyrdanna, chances are the other citizens of the town will know something about your PC. That doesn't mean your character automatically knows everything about the other characters though. It certainly might though, and I encourage you to share "public" information with the other players to help them RP the setting better and help make group interactions a smoother and more entertaining.
Here is the current list of players and their characters to help in your decision. Note, this is basically first come first serve, so if you have your heart on something unique and it's already taken, you'll have to convince that player to change, because I won't! Also, please reply to this post with a little background on your character here. This is the publicly known information available to the average citizen of Kyrdanna, that can be used to help other players RP better.
(Click name for portrait files)
| Player |
Name |
Race |
Class |
Notes |
Confirmed |
| Mayvik |
Lorana Clothair |
Human |
Wizard |
Duath Clothair |
7/30/07 |
| Tay |
Arthur Dorian |
Human |
Paladin |
Carousing crusader of justice |
7/30/07 |
| Arwin |
Horatio Clearwater |
Human |
Cleric |
New priest in Kyrdanna |
8/22/2007 |
| Leonardo |
Willy Weedfield |
Human |
Fighter/Rogue |
Homeless man |
8/25/2007 |
| Veth |
Vorfin |
Human |
Ranger |
Visitor to Kyrdanna |
8/28/2007 |
| The Beggar |
Florian Osred |
Human |
Rogue |
Duath Osred |
8/28/2007 |
| Jas |
Rilan Gadeli |
Human |
Barbarian |
Havenshire demon hunter |
8/31/2007 |
| Carn |
Andrew Alewife |
Human |
Fighter |
Kyrdanna commoner |
9/1/2007 |
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The Campaign
This campaign may be a launching pad for a much larger one. I have probably the most complicated plot(s) in mind for this one. There will be multiple stories going on, with a number of NPCs acting in opposition to the PCs and each other. The campaign may end up going to other locations for extended periods of time (Duath, for example) before returning to Kyrdanna. Story elements from almost every previous Faalor campaign will probably be woven in. Think of this as a bit of a super-campaign.
Level advancement will be slow and will depend entirely on your ability to commit to the time. I assume that everyone is playing their character to the best of their ability, but I am allowing you, the players, a chance to reward each other.
There will be two times during the campaign that I will bring
everyone up to the same level; this will be a particularly
important turning points and will make sure no one falls too
far behind. Multi-classing will not be penalized. So, if you want to go for a multi-class character or a prestige class, be my guest. Please, note that odd-ball class combinations might bring unwanted IC consequences, but I'll handle that purely in game. It may be helpful to re-acquaint yourself with guidelines on classes. (Please note, multi-class penalties still apply for racial preferred classes; I just double checked this and it's
hard-coded.)
The campaign will be an extremely low-magic campaign (I'm not lying this time!). Those who wish to play magic-using characters are welcome to, but expect some extreme mistrust from the locals. Wizards and sorcerers, the two weakest classes at lower level, will be given a little boost. What that boost is, you're more than welcome to make suggestions. Magic items will be rare. If you find a few potions and one or two items, you'll be lucky. This campaign will not be about leveling or treasure-hording. Anything of real use and value will be gained through some form of questing.
Special note on skills: You may choose one area of specialization (woodworking, leatherworking, mining, metalworking, rune-writing, herbology, religious ceremonies, etc.) not specifically covered in any skill or feat (craft armor, brew potion). This becomes your Lore skill. Make a note of that on your character sheet when your character is first created. Some pre-campaign discussion might be needed so the entire party aren't lumberjacks. Bear in mind, being a crafter (in the UO sense) still wouldn't be a great idea for this campaign. Your character will be part of the main 'warrior' class, but in certain circumstances you may need to have specialized knowledge. NPCs will probably be the real experts in the crafting/resource-gathering arena.
The obvious race would be human, but players might find it interesting to play any other race. Elves have not openly stepped foot on Kyrdanna since they left over 280 years ago. Most inhabitants of Kyrdanna believe that elves are evil creatures and should be killed on sight. If you feel you must play an elf, there may be ways of integrating one into the campaign. It will be extremely difficult to pull off though. Gnomes, halflings and, especially, dwarves will be a better choice. There is a sizable minority of gnomes of the island living in a small community just to the west of the city of Kyrdanna and there are a couple halfling families living in the area. Dwarves though are the largest minority, having set up a lively business district with in the town. Half-orcs are playable as well, but expect a fair amount of racism. All non-human characters will be given some kind of bonus to offset the expected racial difficulties; you are free to suggest something (a magic item, a significant one-time gift of xp, gold, etc.).
Starting equipment. I would encourage you to put together a custom outfit of some kind. No magic items will be allowed. Each character will have some kind of home in town and you are encouraged to suggest something or even make it yourself to be placed in the module later. Let me know what you have in mind so we can work it out.
Setting
The main setting for this campaign will be the Island of
Kyrdanna some 280 years after its founding.
Kyrdanna is a small fishing town and trading port. It
has survived for well over two centuries as a fairly
independent and reasonably prosperous outpost from the main
Island of Faalor. While essentially loyal to Queen
Yurissia, it backed Prince Nywtih for a long time before his
death less than two years ago. The town is almost
entirely worships of Adrahil. Those who are not of the
Church are held in suspicion.
That said, there is still a great deal of carry-over from
the Old Days. Teussian festivals are still celebrated,
though much of the Old Ways have been appropriated by the
Church. Many of the Old Gods (Eldacar,
Fraeva, Thyrkh, Ulnthar
and Relki) are given lip service. Ancestor worship has
been wiped out in Kyrdanna by the Simulani migration though. Certain
Teussian customs are still common. To wish someone luck
you give them a raven feather. In fact, the raven is
still the official town symbol (though why, no one really
knows now).
As with most small towns, Kyrdanna has its share of cliques
and factions competing for the tiny share of power and
money. Kydanna now is dominated by The High Council,
headed by Mayor. The small group is made up of the heads
of all the important family's in Kyrdanna, and includes Jander
Kettlemoor, Karl Joerund, Lyle Osred, Rose Clothair and Henry
Vanermyr. The Church, represented by Biship Chamri Ripplestone,
and the Constabulary, represented by Drew Thistledown, also
have honorary seats at The Council.
The town of Kyrdanna has some new visitors. After
nearly 200 years of estrangement, a hearty group of Teussian
traders have come to visit their long lost
cousins. Starting less than 50 years after the
founding of Kyrdanna, the Teussian homeland was hit with, what
amounted to, a local ice age. Glaciers clogged the
waterways and snow buried entire villages. Only a few
years ago, the Teussians began to dig their way out of the ice
as it began to melt. The few survivors have come looking
for trading partners in the warmer south.
The town has also been rocked by a series of murders.
On the night of the past six full moons, one and only one
person has been brutally slain. Whoever the attacker is
they kill their victims with one strong slice across the
neck. It has been remarked by Constable Thistledown,
that there doesn't seem to be quiet enough blood left in the
body. No one is safe; armed men and defenseless women
and children have all been victims.
Along with the Teussians, agents of the Yurissian Court,
led by Captain Granau (the famous commander of the defense of
Havenshire), have began to appear. Right now
there is just two living in a rented room at the Night Raven.
Some say, they are seeking to enforce her rule on the island,
others say they are investigating the murders, others think
they may be planning to move the Queen to the Island.
The truth of the matter is completely unknown as none of them
will speak of their

- 1. Town of Kyrdanna
- 3. Osred Compound
- 4. Joerund Land
- 5. Vandermyr Estate
- 6. Haunted Grove
- 8. Gnome Hill
- 9. The Stone House. After the founding of Kyrdanna, this small house was built on top of a small hill. The only way to reach it though was through a small cavern. It is now home to a harmless cult lead by a man named Kelsor Treebark. The cult keeps to itself but it welcomes strangers and occassionally sends food to town to feed the needy.
- 11. Spruce Tree Keep. This was said to be an elven keep that was liberated by the early Teussians. Now it is home to several industrious human families.
- 21. Village of Tarmel
- 13, 15, 16, 18. The Mist Marsh. Rumors have persisted for centuries about the unwholesome nature of this area. It is said that no one has ever entered and returned unscathed. There are stories of strange screams and even stranger creatures coming from the marsh.
- 14. Goblin's Peek Castle
- 26. Ambercore Island
- 28. Graysward Island. Main stronghold of the
Dimpledun Clan (dwarves).
- 29. Adrhil's Rest,
Baron Bassfry's Estate. Once a prison for the goblin slaves of the elves, now it is a formable defense for the Island. The Bassfry family has owned the castle for well over 100 years. Soon after the Night of Fog and Fear (12 years ago), the Bassfry's became much more reclusive, posting guards and running off any strangers who come uninvited.
Kyrdanna NPCs
- Tod Kermikel, Mayor.
Tod is generally liked by all, having served his 8th term
(24th year) as mayor of Kyrdanna.
- Leni Lakebottom, owner and
bartender of the Night Raven Inn & Drinkery.
- Drew Thistledown, Chief
Constable, The old title of "Chieftain" is still
used from time to time.
- Chamri Ripplestone, Bishop
of Kyrdanna. Chamri's rise to the Bishopric of
Kyrdanna is surprising only because of her
gender.
- Jander Kettlemoor, Head of
the Kettlemoor merchant family
- Moel Joerund, Head of the
Joerund Clan. 70 year old crone.
- Karl Joerund, son of Moel
and public face of the Joerund Clan
- Lyle Osred, Head of the
Osred family in Kyrdanna.
- Rose Clothair, Head of the
Clothair family in Kyrdanna
- Henry Vandermyr, Head of
the Vandermyr Clan.
- Dorn Dimpledun, Thane of
the Dimpledun Clan
Kyrdanna Factions
- Joerund Clan, noble family
claiming to be able to trace it's lineage all the way back
to the nephew of King Alfred himself.
- Kettlemoor Family, main
merchant family. The Kettlemoors have their fingers
in almost every economic venture in town. Jander
Kettlemoor is the current head of the family
- The Osreds, While their
main influence is in Duath, this branch of the famous
Osred family (see Duath
Nobles)
- The Clothairs, another
branch of a powerful Duath family, the Clothairs of
Kyrdanna are a reclusive lot, content to do work on their
scientific research. Rumor has it that they are all
wizards (see Duath
Nobles)
- Dimpledun Clan, the main
clan of dwarves living on Graysward Island have set up
shop here in town.
- Vandermyr Clan,
small farming family. Owner of a piece of
property just south of town that is reported to have some
kind of ancient elven ruins.
- Thieves Guild,
no real info yet. I just know there's gonna be one.
Possible Campaign Outcomes
As with any of my campaigns, I like to build in significant
consequences to the players' actions. Because, this
campaign will be less goal driven (at least at the start), you
will have to find out what needs to be done in game. Death
shouldn't be common, but it is a very real possibility.
If your character dies, expect to make a new one.
Technical Details
Please update your NWN program to the latest version.
Here's the haks I'm using at this time. If you have any
other suggestions, please let me know.
Rule Changes
You will be required
to find a place to camp, tell the DM what measures you are
taking to secure the site, then, if the DM sees that you have
taken proper precautions. In safe areas, like taverns,
homes, etc., you may be able
to rest as often as you like, depending on the situation.
One resting period will be allowed per game day and, if you
rest, it requires 8 hours of game time.
Magic items will be very rare, and would be the main focus
of a quest if they are to be found at all. Some
relatively weak magic items may be part of your starting
equipment though. There will be a number of
'quest-level' items that players may be given, find or create
as the campaign progresses.
Healing will now be based on several factors. Class
(druids, clerics, paladins, monks and rangers get bonuses), feats (healing
domain, healing focus, potion making) and your base healing skill
all contribute to the amount healed. That means
characters that are not traditional healing classes can still
heal, it will just be weighted toward the healer classes.
If you fail your heal check, there will be a second check at a
lower DC; if you fail that check, you will actually cause more
damage to the patient. You will need a healing kit,
which can be made by combining three wild herbs. Of
course, healer types and those that focus on healing will have
a much better chance of making them. Low level fighters,
for example, may not be able to make them at all. Needless to say, healing spells will be the most
effective way to affect healing. Healing kits do not
counteract poisons or diseases.
There will be no multi-class XP penalties, so knock yourself out . . . within reason, of course.
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