Age of Whispers (Faalor IX)
Last Updated:
PST.
Start Date: Unknown
Schedule: Every other Saturday, 2-5
PM EST
Information that follows is extremely
tentative.

Player Characters
Please refer to the updated Class and
Race pages for more guidelines, information and ideas.
Given the premise of the campaign, all PCs should be fairly
young, for humans perhaps as young as 16 and as old as
21.
Characters should be predisposed to join together into some
form of team or fellowship to accomplish goals together. Even though each character may have long-term
goals (that may even be in opposition with other PCs), banding
together will be your only real way of making it through the
campaign successfully. As a result, a good mixture of complementary classes,
races, skills and personalities will be necessary. At
the start of the campaign, your character may or may not know
the others, but you will need to quickly form some kind of
adventuring group in order to proceed with the campaign. While
it may be possible for individual PCs go off on solo
adventures, the DM's priority will be placed on team-oriented
play.
This, of course, does not mean that your character have to
be friends with each other (though it would be kinda cool if
some kind of long-standing friendships or . . . bleckkkyyyy .
. . romances would develop IC). I will attempt to steer you
toward a good and cooperative character. If I can't
convince you to do that, I will at least require that your
character be intelligent enough to see the value of
companionship. If you decide to create an evil
character, just be prepared to accept the consequences.
You will be required to come up with two additional
characters. These characters are going to be basically NPCs, so they do not need to be adventurers of any kind. They should be typical Faalorian
inhabitants of the area, farmers, merchants, guards,
craftsmen, etc.. At least one must be human. You need not flesh them out completely, just Name, Race, Alignment, Occupation, and give some thought to their
ethical and political outlook.
If you wish to make either of these characters back up
characters (I would suggest at least one be), they must be
created with the same rules as your main (i.e., they must
start with virtually nothing, just the cloths on their back).
| Player |
Name |
Race |
Class |
Notes |
Confirmed |
| Arwin |
|
Half-orc |
Barbarian |
Bear Wrestler/Circus Freak |
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The Campaign
The campaign begins 18 years after the fall of Yurissa.
This will be a true D&D campaign, in the spirit of the First Edition. Smaller, less epic plots, epic levels, recurring NPCs. The players may end up owning land, being more involved in royal politics and commanding armies. This campaign will be career-based not so much plot based. There will be an over-arching story with a number of large related and unrelated subplots. PCs start out with nothing but the cloths on their back. Possible ideas:
- Student right out of school with a huge debt to school
- Recently-released indentured servant
- Child of a wealthy family who was recently robed
- Family was killed by orcs (hehe)
I would like to have characters advance through to epic levels. Because I have several long-term plots in mind (as opposed to one in past campaigns), I can imagine this being a very long campaign. The hope is that PCs start from
humble beginnings to advance to true forces in the world.
Starting equipment. All PCs must start with no gold or
equipment. You are allowed to
create up to three costumes; they must be non-magical and
possess AC 0. I would encourage you to put together a custom outfit of some kind (including a cloak,
perhaps) and submit clothing/armor that you can purchase as
the campaign unfolds. No magic items will be allowed. You
will start with no gold, no weapons, just the clothing on your
back.
Setting
The main setting for this campaign will be the region of
Adderdale, which forms the south-western defenses from
Bridalveil to Aaerdowns and Duath. The capital of the
region is Melcap, a reasonably prosperous fishing and farming
town.

Locations of Adderdale
- Melcap, Melcap is the
capital of Adderdale. It is a fishing village built on a stony
outcropping into the Lake.
The political center of the region, Melcap houses
the Governor’s Mansion and a sizable militia.
- Stenmill, Stenmill is another farming village, but because
it is home to a number of large lumber and grain mills, it
is the agricultural center of the region.
The Farmers Guild has its home here.
- Varbel, Varbel is a farming village with a good number of
dwarves, halflings and gnomes.
- Eyrunda, Dwarven Thanedom
- Bone Hill,
Bone Hill was once an elven stronghold. It
was burned to the ground by dragon-fire before humans came
to Faalor. Later it
was converted to a fort by the early Teussians to guard against orcish
attacks. Twenty years ago, it was sacked by orcs and has
never been rebuilt.
- Fallen Heart Cemetery,
the Cemetery used to bury Queen Yurissa. It lays a
short distance east of Stenmill.
NPCs commonly known throughout Adderdale
- Shemp Hillsfar,
Candidate for Governor of Adderdale. More closely aligned with the King’s message of
tolerance and openness. Heavy taxation for militia,
infrastructure, education (wants to start a publicly
funded school). Religion
should be pluralistic.
Follower of Aergot, monist.
Elves should be encouraged to come into the land
- Fine Dunderpoole, Candidate
for Governor of Adderdale. King should mind his own
business and stay out of our business.
Local economy should be left untaxed.
Small tax only for local militias and constabulary,
mainly relying on volunteerism.
Religiously indifferent (not an issue); follows the
Old Ways. Elves
should be allowed to trade, but they shouldn’t mix.
- Howard Smeed, Howard is
currently running for Governor of Adderdale. He is strong
for defense against orcs.
Encourage competition with dwarves.
Exclude elves from entering land. Strong backing of
Kingship, but doesn’t much care for the current king.
Tax breaks for employers.
Religious conservativism (Adrahil above all)
- Captain Daemar, Captain
Daemar is a deeply respected adventurer/warrior who owns
Kelmoor Manor.
- Lord Nestor Klemyndorn,
rumored to have once been a leader in the Inquisition,
Nestor now keeps to himself in Fenhaven Manor. (This
assumes that he survives the current campaign)
- Ted Sandybriar,
despite his cheerful and approachable demeanor, Ted is a fierce
competitor and stickler for the rules. He runs a
small gem shop in Melcap and is the head of the Adderdale
Merchant's Guild.
- Mayor Killjoy, Mayor of
Varbel. Killjoy is a shrewd and very serious
mayor. He is considered extremely intelligent and it
is rumored that he dabbled in magic in his younger years.
- Constable Westerbrook,
Constable of Varbel. Westerbrook is a bear of a man.
Westerbrook is a savage warrior, wielding a huge sword.
He is fair, but few people cross him. Westerbrook was the
Sheriff of Havenshire 10 years ago during the elven
invasions.
- Melvar Clothair, an eccentric
man who runs a shop in Varbel called 'The Lit
Finger'. He has all sorts of magical items and
potions for sale here.
- Mayor Handulman, Mayor of
Melcap. Handulman is semi-incompetent, but allows
people to do pretty much whatever they want. He is
known for his monthly parties and puts on some of the best
festivals in the region.
- Constable Dwalry, Constable
of Melcap. Where Handulman is a bit scatterbrained and
social, Dwalry is gruff and dour.
- Xandar Lettelhor, Xander is
known of the chief philanthropist of the area. He
the Adrahil Bishop of Adderdale and insists on running
soup kitchens and pour houses around the region. His
main base of operations is the Church of Our Lady of Dawn
in Melcap.
- Mayor Greentree,
Mayor of Stenmill. Greentree is a dandy through and
through. He acts as if the world revolves around
him, and, in Stenmill, it does. He can afford to pay
out tremendous gifts to his legion of flunkies and
brownnosers. It is wellknown that he has no love
for 'stumps' and commoners of any kind. Despite his arrogance,
he can get things done.
- Constable Ruina Tormund,
Constable of Melcap. Ruina is a fairly competent
constable, but it is said that she lacks true leadership
abilities. It is rumored that she only got the job
because of her because of family connections. She is considered
to be one of the finest swordswomen in all of Faalor.
- Delgaar Mephelstone, dour,
hermit of a man who lives in a tower between Stenmill and
Eyrunda. Rumors suggest that he was an agent of the
Illriggers. More likely though, he is just a nasty
old man. He is known as one of the best alchemists
in all of Faalor.
- Selgroth, Some say whatever
Selgroth was, he/she/it has long ago died. In the
early years of the Teussian settlement, a being called
Selgroth, a supposedly hideous monster of some kind,
demanded tribute from all who passed through the lands now
known as Adderdale. Since then, anyone entering the
swamps have simply disappeared. 'Don't let Selgroth
bite', is a common way of warning people against danger.
Adderdale Factions
- Thieves Guild,
a serious of small time crooks, bandits and grifters are
ruled, reportedly, by a single man in or around Stenmill.
No one really knows, what the true story is, but occasional
turf wars between the rogues in various towns erupt making
it appear that no centralized control exists.
- Merchants Guild,
essentially all commerce in Adderdale is controlled by a
single guild. Each town has a guild office. Doing
any business whatsoever is strictly forbidden without the
Guild's approval. A small tax is levied on every
transaction. The guild has a small army of 'Tax
Collectors' and, on occasion, hires mercenaries for extra
'protection'.
- Gulstone & Rufgraet dwarven clans. Both clans are strongly independent by
operate very well against each others' weaknesses. The
Gulstones are excellent miners, armorers and smiths, while
the Rufgraet are excellent warriors, traders and
engineers. Both groups are officially not under the jurisdiction
of the Adderdale government.
- Ahnzeen Monks, a group of
strange monks who came from the Mists. They just
east of the Dwarven stronghold of Eyrunda.
- Madam Blatavaskys Vistani band,
Madam Blatavasky and her troop of Gypsies have traveled
the roads between Duath and Bridalveil for nearly three
decades. They are extremely tight-knit and generally
have no tolerance for strangers except to barter.
- Knights of Saint Rami, a
group of warriors dedicated to the memory of the Simsulani
holy warrior, Rami. Each is weapon master in
Simsulani tradition, focusing on one weapon. They
are swore defenders of travelers along the lonely roads
and are usually the first to be summoned in case of
invasion. They have a base between Melcap and Varbel.
- Thalman's Raiders, a group
of adventurers and mercenaries. They are lead by
Randel Thalman, a bit of braggart. The raiders are a
controversial group, known as much for their heroic and
virtuous deeds as their intimidation and down-right thievery.
They are based in Stenmill.
- The Enlightenment Company, a
troupe of about 30 actors, dancers, poets, magicians and
musicians who make a circuit between Duath and the city of
Faalor. They usually come through Adderdale about
once every 1-3 months. Their most famous performers
are Wilx, a gnomish violinist, Marilin Deveon, popular and
alluring singer, and Vance Lengard, thespian extraordinaire.
-
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
XP. I, as a DM, will not be posting campaign logs
(I've usually been working on and thinking about the campaign
the entire week before, so I usually feel a bit burned out
afterwards to write up anything), so I will be rewarding
players 1000 xp for writing up and posting a summary of
the previous session. This can be in the form of letters
home, an IC diary, or objective notes on the campaign (as much
as possible). This lets me know that you've been
thinking about the campaign, and helps me to not reveal
anything you guys shouldn't know already. Each session,
you will receive around 5,000 xp (more or less). For
each major quest, you will receive 10,000 xp. Also, each
week you will get the chance to reward your fellow players
with XP. You will be given one item with 6 charges on
it; each charge will allow you to give 50 * your level in xp
to a player who solves a problem, makes RP'ing fun, writes up
a great story, or that you just feel sorry for.
Death. If your character dies, you must create a new
character (or use one of your pre-created NPCs). Your
new character will be given the exact amount of XP that your recently-deceased
character had. Your are free to create your back-up characters
in case of character death at any time, but your backup must
be as broke as your original character was at the beginning of
the campaign. Beacuse NWN can be a 'twitchy' game, I
will usually allow your character to be 'seriously injured'
for the first death during any given session regardless of the
reason. I will resurrect your character and reduce him
or her to 1 hp after the battle. The second death,
unless it was obviously caused by a technical, game-related
issue or one of your fellow adventurers can cast raise dead or
resurrection, is permanent.
Lore. Because your characters are literally newbs,
with little or no background, you will have to pick up Lore
specialties as the game progresses. To do this, you must
find/buy a training tome of some kind. You can use it
once a game day (study it while resting). If you
successfully learn its content (probably an Int/Wis roll), you
will then obtain a Knowledge Item. You can only use the
Knowledge Item to successfully know something above and beyond
what your character might have learned during the course of
the campaign. For example, say your character
encountered the leader of the mysterious goblin tribe known as
the Unguhbhungas and had a long and detailed conversation
about the tribe. Before your character met the
Unguhbhungas you may be allowed to roll against your Monster
Lore (assuming you have a Monster Lore item) to know that the
Unguhbhungas live in a tunnel beneath Bridalveil. After
you meet the Unguhbhungas, you do not need to a Monster Lore
item to know that they exist. Without
the Item, your character has only the most basic knowledge of
a subject. This allows for a concrete way to document
what your character may or may not know during the campaign.
Each roll with be based primarily on the Lore
skill, but, depending on the knowledge area, be modified by
Int, Wis, class, race, feats and other skills. Possible
knowledge areas include (not an exhaustive list yet):
- Animal Lore
-
Monster Lore
-
Teussian Religion
-
Teussian Culture
-
Simsilani Religion
-
Dwarven Culture
-
Elven Culture
|
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Herbology
-
History
-
Farming
-
Tracking
-
Metallurgy
-
Metaphysics
-
Masonry
|
- Seduction
- Heraldry
- Sailing
- Linguistics
- Tinkering
- Secret societies
-
|
You will be required
to find a place to rest, 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.
I won't make any pronouncements about magic items and
treasure this time--because everyone makes fun of me when I
hand out several artifacts per PC when I say it's supposed to
be a low-magic campaign! I think I have pretty much established a rhythm
and volume for making these things available to the
players. I will need to pace these things out a bit more
and make it possible for you to make minor upgrades to your
own items. I would like to make more powerful items
rewards for quests though. You are free to create magic
items and submit them to the DM. I will place them in
the module as I get them, either as treasure you can find or
on a merchant for purchase.
Healing will 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. (I do not want to diminish the
major benefit and class focus of playing a priest or a druid.)
There will be no multi-class XP penalties, so knock yourself out . . . within reason, of course.
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