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VALOREIGN
A Brief Timeline
T
AF
Valoreign
is
an
island
kingdom
known
for
its
chivalry
and
magic.
Human
knights
and
wizards
of
the
Severian
Empire
invaded
the
island
realm
over
a
thousand
years
ago,
wresting
control
from
the
indigenous
tribes
of
dwarves,
elves,
and
human
berserkers.
The
kingdom
has
since
established
its
supremacy
and
forged
tenuous
alliances
with
many
of
its
former
enemies,
in
particular
the
dwarf
clans
of
the
north.
It
has
survived
the
collapse
of
the
Severian
Empire
and
the
arrival
of
dragons
and
warlords
eager
to
stake
their
claim
on
the
rich
island
domain,
not
to
mention
threats
from
other
survivors
of
the
Severian
Empires
demise,
including
its
nearest
political
neighbor,
the
mainland
kingdom
of
Nirvan.
The
current
ruler
of
Valoreign
is
His
Royal
Highness
Thomas
Starhewen,
the
Manticore
King.
King
Thomas
is
95
years
old,
and
for
years
his
longevity
was
attributed
to
the
wizardry
of
the
Council
of
Magi.
The
seven
members
of
the
Councileach
one
a
powerful
archmage
of
noble
birthserve
the
king
as
advisors
and
island
defenders.
The
king
also
relies
on
three
knightly
orders
to
defend
the
realm
and
hold
its
enemies
at
bay:
the
Order
of
the
Hearth,
which
defends
the
heavily
populated
lowlands
to
the
south;
the
Order
of
the
Flame,
which
defends
the
scarcely
populated
highlands
to
the
north;
and
the
Order
of
the
Grave,
which
is
comprised
of
dead
knights
who
can,
in
times
of
need,
be
revived
through
the
arcane
art
of
necromancy.
King
Thomas
rules
from
Valorstand,
the
academic
and
religious
heart
of
the
kingdom.
The
worship
of
God
is
prominent
here,
and
the
Archbishop
of
St.
Auvalons
Cathedral
has
great
influence
at
court.
Beyond
the
walls
of
Valorstand,
the
lowlands
are
comprised
of
farms,
forests,
rustic
towns,
and
backwater
villages
built
on
land
bequeathed
by
kings
to
noble
landowners
and
religious
abbeys.
Sylvan
forests
are
home
to
wood
elves
and
other
fey
creatures
that
shun
humanity
except
when
goblin
uprisings
demand
a
temporary
alliance.
By
stark
comparison,
the
highlands
are
a
vast,
untamed
frontier
where
civilization
has
barely
taken
root
and
where
dwarves
and
orcs
wage
open
war.
Dangerous
beasts
also
roam
these
cold,
mountainous,
god-forsaken
lands.
East
of
the
main
island
of
Engweald
is
the
island
of
Iyarlaan,
annexed
by
Valoreign
after
the
armies
of
Ronald
Starhewen,
the
Gorgon
King,
slaughtered
the
berserker
chieftains,
decimated
their
tribes,
and
subjugated
the
survivors.
In
his
advanced
age,
King
Thomas
has
neglected
the
berserker
tribes
of
Iyarlaan
and
allowed
them
to
grow
in
strength
and
number,
undoing
much
of
his
fathers
work
and
causing
great
consternation
at
court.
512:
The
Severian
Empire
invades
the
island
of
Engweald.
520:
The
empire
forges
an
alliance
with
the
Skorinfain
(the
dwarves
of
Engweald)
against
the
orc
hordes.
533:
Imperial
forces
storm
the
island
of
Iyarlaan
and
face
the
native
berserker
tribes
in
battle.
575:
Imperial
legions
conquer
Engweald
and
Iyarlaan,
and
the
vassal
kingdom
of
Valoreign
is
born.
576:
Kjerin
Ravenstorm,
the
Wyvern
King,
is
crowned
the
first
ruler
of
Valoreign.
825:
The
Severian
Empire
collapses,
causing
great
turmoil.
Valoreign
is
no
longer
beholden
to
Empress
Severia.
826:
Empress
Severia
seeks
asylum
in
the
kingdom
of
Nirvan
but
is
captured
and
executed.
888:
Nirvan
tries
to
politically
annex
Valoreign
but
fails.
A
military
coup
is
likewise
thwarted.
906:
The
berserker
tribes
of
Iyarlaan
oust
their
imperial
overseers,
ushering
in
the
Wild
Years.
1081:
When
the
House
of
Ravenstorm
produces
no
worthy
heir,
the
House
of
Starhewen
claims
the
throne.
1082:
Jocelyn
Starhewen,
the
Griffon
Queen,
becomes
the
first
sovereign
queen
of
Valoreign.
1124:
Queen
Jocelyns
warships
sink
a
Nirvanan
naval
flotilla
transporting
supplies
to
Iyarlaan.
1125:
The
queen
staves
off
war
by
marrying
Prince
Leopold
Marciveau
of
Nirvan,
all
of
eleven
years
old.
1130:
Nirvanan
assassins
poison
Prince
Leopold
to
foment
war,
but
their
plot
is
foiled
with
the
aid
of
magic.
1259:
A
goblin
uprising
leads
to
the
first
formal
alliance
between
Valoreign
and
the
Engwealdar
(wood
elves).
1275:
Valorstand
hosts
a
diplomatic
visit
from
the
King
of
Nirvan,
ushering
in
an
era
of
peace
and
prosperity.
1280:
Ronald
Starhewen,
the
Gorgon
King,
wins
the
Battle
of
the
Red
Skies.
Valoreign
reclaims
Iyarlaan.
1283:
Following
the
death
of
his
father,
18-year-old
Thomas
Starhewen
is
crowned
the
Manticore
King.
1285:
King
Thomas
sires
the
first
of
five
children.
Prince
Theodore
is
declared
heir
to
the
throne.
1300:
King
Thomas
divorces
his
first
wife,
Nora
Brantham,
and
takes
a
much
younger
bride,
Alice
Ketteridge.
1302:
Queen
Alice
and
her
only
child
die
shortly
after
childbirth.
Oddly,
neither
receives
a
funeral.
1307:
The
Winter
Wars
ignite
as
Valoreign
allies
with
the
Skorinfain
dwarves
against
the
orc
hordes.
1311:
King
Thomas
and
his
knights
slay
the
white
wyrm
Ezenglaur
at
the
Battle
of
Tarnstead.
1323:
Tired
of
fighting
dragons,
King
Thomas
offers
tributes
to
all
the
great
wyrms
of
Valoreign.
1334:
King
Kristophe
Marciveau
of
Nirvan
marries
Lady
Evangeline
Dumonde,
thirty-five
years
his
junior.
1360
(Present
Year):
A
wave
of
arcane
energy
explodes
across
Valoreign
(the
Night
of
Wild
Magic).
Less
than
a
year
prior
to
the
start
of
the
campaign,
a
blast
of
arcane
energy
exploded
in
the
heart
of
Valoreign
and
washed
across
the
island
kingdom
like
a
sparkling
wave
of
green
flame.
(Green
flame!)
Many
of
the
people,
places,
and
things
touched
by
the
wave
were
magically
transformed
in
seemingly
random
ways.
Others
were
completely
unaffected
as
the
wave
washed
over
them
harmlessly.
The
transformations
range
from
curious
and
amusing
to
disturbing
and
outright
malevolent.
One
farmer
reported
that
his
barn
transformed
into
a
giant
wooden
dragon
that
took
to
the
skies
and
has
never
been
seen
since.
An
innkeepers
gossipy
wife
sprouted
a
second
head
that
speaks
only
in
the
Sylvan
tongue.
The
apples
in
a
monastery
orchard
turned
white
and
are
rumored
to
possess
astonishing
magical
properties.
A
boulder
outside
the
village
of
Hobnock
was
reshaped
into
the
likeness
of
a
grinning
face,
even
sprouting
moss
that
resembles
hair
and
sideburns,
while
at
the
same
time
all
children
in
the
village
vanished
without
a
trace.
A
noble
lord
woke
up
from
his
slumber
without
his
ears,
while
his
favorite
mule
was
suddenly
imbued
with
intelligence,
the
power
of
speech,
and
mastery
of
five
languages.
Scholars
surmise
that
the
event
originated
in
the
Elder
World,
also
known
as
the
Feywild
or
the
Faerie
Realm,
likely
spilling
into
Valoreign
through
a
fey
crossing.
At
least,
that
seems
the
most
likely
explanation
given
the
unpredictable
nature
of
the
magic
and
its
apparent
irreversibility.
However,
no
one
is
certain
where
the
eruption
into
the
natural
world
actually
occurred,
or
what
might
have
caused
it.
Some
citizens
would
like
nothing
more
than
to
see
the
Night
of
Wild
Magic
undone.
Others
are
more
inclined
to
leave
well
enough
alone
and
accept
the
good
with
the
bad,
particularly
given
the
most
astonishing
transformation
of
all:
that
of
King
Thomas
Starhewen.
Before
the
Night
of
Wild
Magic,
the
Manticore
King
was
a
rickety,
time-addled,
95-year-old
husk
of
a
man.
By
morning,
he
was
restored
to
his
17-year-old
self,
young
in
body
yet
wise
in
years.
T
AF
At
1st
level,
unless
you
decide
otherwise,
your
character
gains
the
Wild
Magic
feat.
The
feat
is
free
and
has
no
prerequisites
other
than
your
character
mustve
been
in
Valoreign
on
the
Night
of
Wild
Magic.
The
Wild
Magic
feat
grants
you
one
of
the
special
traits
or
abilities
described
below
(your
choice,
or
if
you
feel
daring,
you
can
roll
randomly).
Abilities
that
duplicate
spells
are
cast
at
your
level,
and
no
two
characters
in
the
party
can
have
the
same
trait
or
ability.
Heres
another
catch:
There
are
things
in
the
campaign
that
profoundly
affect
those
touched
by
wild
magic.
You
wont
know
what
they
are
until
they
occur,
and
these
events
could
prove
detrimental
to
your
characters
wellbeing
depending
on
the
situation
or
circumstances.
If
you
choose
not
to
give
your
character
the
Wild
Magic
feat,
your
character
will
not
be
susceptible
to
these
occurrences.
Roll
Wild
Magic
Trait
or
Ability
(choose
one)
0104
You
can
cast
detect
magic
(as
the
spell)
at
will.
0508
You
can
cast
feather
fall
(as
the
spell;
self
only)
at
will.
0912
You
are
never
surprised.
1316
You
can
cast
barkskin
(as
the
spell;
self
only)
at
will.
1720
You
can
cast
animal
friendship
(as
the
spell)
at
will.
2124
You
can
cast
animal
messenger
(as
the
spell)
at
will.
2528
You
can
cast
telekinesis
(as
the
spell;
objects
only)
at
will.
2932
You
can
cast
tree
shape
(as
the
spell)
once
per
day.
3336
You
can
cast
disguise
self
(as
the
spell)
at
will.
3740
You
can
cast
read
magic
(as
the
spell)
at
will.
4144
You
are
immune
to
cold
or
fire
(choose
one).
4548
You
are
immune
to
lightning
and
can
cast
shocking
grasp
(as
the
spell)
at
will.
4952
You
can
cast
dimension
door
(as
the
spell;
self
only)
once
per
day.
5356
You
can
cast
pass
without
trace
and
water
walk
(as
the
spells;
self
only)
at
will.
5760
You
can
cast
dispel
magic
(as
the
spell)
at
will.
6164
You
can
cast
freedom
of
movement
(as
the
spell;
self
only)
at
will.
6568
You
can
cast
charm
person
(as
the
spell)
at
will.
6972
You
can
cast
spider
climb
(as
the
spell)
at
will.
7376
You
can
cast
knock
(as
the
spell)
at
will.
7780
You
can
cast
identify
(as
the
spell)
at
will.
8184
You
can
cast
jump
(as
the
spell)
at
will.
8588
You
can
cast
speak
with
animals
(as
the
spell)
at
will.
8992
You
can
cast
longstrider
(as
the
spell;
self
only)
at
will.
9396
You
can
cast
invisibility
(as
the
spell;
self
only)
at
will.
9700
You
can
cast
insect
plague
(as
the
spell)
once
per
day.
As
much
as
the
Elder
World
exists,
so
too
does
the
After
World;
like
the
Feywild,
it
is
a
place
best
avoided
by
mortals.
The
After
World
does
not
abide
the
living,
which
is
why
only
the
dead
find
peace
there.
Stories
tell
of
a
City
of
the
Dead
in
the
Shadowfell,
ruled
by
a
horrific
figure
called
the
Ghoul
King,
and
of
pale-faced,
black-clad
horsemen
who
venture
from
the
city
into
the
land
of
the
living,
emerging
through
shadow
crossings
to
harvest
souls
on
moonlit
nights.
Knights
who
belong
to
the
Order
of
the
Grave
are
thought
to
reside
in
the
After
World,
until
such
time
as
necromantic
rituals
are
used
to
call
them
forth
into
service
once
more.
The
Shadowfell
is
also
where
the
spirits
of
the
deceased
dwell
for
a
time
before
continuing
their
journey
to
the
afterlife.
Often,
spirits
will
escape
this
bleak
realm
to
haunt
the
natural
world
as
ghosts,
wraiths,
and
other
horrors.
People of Valoreign
T
AF
Although
the
Severian
Empire
fell
to
ruin
long
ago,
the
kingdom
of
Valoreign
continues
to
follow
the
Severian
calendar,
as
do
most
of
the
civilized
nations
grown
from
the
same
imperial
root.
The
calendar
has
twelve
months,
each
month
comprised
of
four
weeks,
and
each
week
containing
seven
weekdays
(Suns
Day,
Moons
Day,
Earths
Day,
Winds
Day,
Airs
Day,
Fires
Day,
and
Stars
Day).
Month
Seasonal
Significance
Month
Seasonal
Significance
Demir
First
month
of
SPRING
Vall
First
month
of
AUTUMN
Middemir
Month
of
the
Spring
Equinox
Midvall
Month
of
the
Autumn
Equinox
Enddemir
End
of
spring
Endvall
End
of
autumn
Skalar
First
month
of
SUMMER
Orost
First
month
of
WINTER
Midskalar
Month
of
the
Summer
Solstice
Midorost
Month
of
the
Winter
Solstice
Endskalar
End
of
summer
Endorost
End
of
winter
The
population
of
Valoreign
is
mostly
comprised
of
humans
(70%),
dwarves
(10%),
halflings
(10%),
and
elves
(5%),
with
other
races
(including
half-elves
and
half-orcs)
making
up
the
remaining
5%.
Here
are
notes
and
common
names
for
each
major
race:
T
AF
Skorin
was
the
First
King
of
the
dwarves,
and
his
fossilized
remains
are
revered
by
the
dwarves
of
Valoreign,
who
refer
to
themselves
as
the
sons
and
daughters
of
Skorin,
or
Skorinfain.
Hill
dwarves
are
less
reclusive
than
their
mountain-dwelling
kin,
but
there
is
no
animosity
between
the
hill
clans
and
the
mountain
clans.
A
dwarfs
surname
is
also
his
or
her
clan
name.
Male
First
Names:
Arn,
Barin,
Dolmen,
Fargrik,
Fyorn,
Gluto,
Grulf,
Haxan,
Holst,
Illvar,
Jokum,
Krog,
Krune,
Kvalgar,
Lofgren,
Ludvig,
Nylan,
Rangvald,
Stenger,
Svensoren,
Tarl,
Wolvar,
Yospur.
Female
First
Names:
Bjerke,
Dreylan,
Falka,
Frunda,
Gorana,
Grayka,
Halskir,
Hammelmar,
Helvig,
Hjork,
Lykke,
Nessa,
Ringylrund,
Rosenklau,
Syldi,
Vannim,
Yilsi,
Yuska,
Zelga.
Surnames:
Axeberg,
Barrelmead,
Copperstein,
Crystalbeard,
Dragongrind,
Dwerryhouse,
Emberstoke,
Evergulp,
Ferrizalt,
Grottmund,
Hammermain,
Ironshoe,
Mithralvein,
Osterchasm,
Rockmantle,
Shadowholm,
Tarndark,
Thunderharm,
Tumblecask,
Understrom,
Vorne,
Zonkenlander.
Many
halflings
live
quiet,
sedentary
lives
in
hollowed-out
hills,
while
others
are
prone
to
wanderlust
and
use
rafts
to
navigate
the
rivers
of
Valoreign
(where
they
are
less
likely
to
be
threatened
by
predators).
Hillfolk
are
sometimes
called
Stouts,
while
the
Riverfolk
are
also
known
as
Tallfellows.
Male
First
Names:
Badger,
Bandit,
Banzai,
Carrot,
Charley,
Chipper,
Corky,
Cricket,
Dodger,
Early,
Heron,
Huck,
Jay,
Jester,
Louie,
Lucky,
Moe,
Ozzy,
Pennywise,
Robber,
Seymour,
Skip,
Skylar,
Smedley,
Squirt,
William.
Female
First
Names:
Blueberry,
Celery,
Claire,
Cookie,
Daisy,
Minnow,
Noodles,
Peaches,
Peanut,
Pepper,
Petunia,
Punkin,
Sadie,
Sunny,
Wendy,
Whitney,
Willow,
Zoey.
Surnames:
Daggerthwart,
Fatpurse,
Featherpluck,
Fondslinger,
Foolspride,
Hallowhill,
Hawksprey,
Honeygrab,
Hydenhill,
Littlegrift,
Meanderstride,
Nevercaught,
Noosewary,
Poundfoolish,
Puddleskiff,
Rattlekey,
Riverdance,
Rockhucker,
Roundhill,
Shallowpool,
Tricker,
Trufflestuff,
Wanderfoot,
Whisperhill,
Wylde.
Important Figures
T
AF
The
following
figures
play
prominent
supporting
roles
or
significant
peripheral
roles
in
the
campaign:
His
Royal
Highness
Thomas
Starhewen
(The
Manticore
King):
King
Thomas
has
ruled
Valoreign
for
83
years,
the
longest
reign
in
the
kingdoms
history.
He
is
a
man
of
contradictions:
bright
yet
reckless,
jovial
yet
temperamental,
passionate
yet
self-centered,
God-fearing
yet
unbound
to
God.
The
Night
of
Wild
Magic
reinforced
these
contradictions
by
reverting
King
Thomas
to
his
17-year-old
self,
though
he
retains
95
years
of
memories
and
experiences.
King
Thomas
is
presently
unmarried.
The
Royal
Heirs:
King
Thomas
has
five
children
(Theodore,
Josie,
Percival,
Miranda,
and
Brantley),
all
fruits
of
his
first
marriage
to
the
late
Lady
Nora
Brantham,
whom
Thomas
divorced
sixty
years
ago.
His
Majestys
five
children
are
in
their
sixties
and
seventies,
and
all
have
children
and
grandchildren
of
their
own.
For
years,
King
Thomas
used
of
potions
of
longevity
to
prolong
his
life,
and
his
recent
transformation
during
the
Night
of
Wild
Magic
pretty
well
ensures
thatbarring
unfortunate
happenstancehe
will
outlive
all
five
of
his
children.
Archbishop
Hyustus
Valentine
(High
Priest
of
St.
Auvalons
Cathedral):
The
archbishop
is
a
longtime
advisor
of
the
king
and
the
head
of
the
Church
of
God
in
Valoreign.
He
also
oversees
the
monasteries
and
abbeys
raised
by
the
king
to
foster
religious
obeisance
and
goodwill
throughout
the
land.
The
archbishop
is
a
cautious,
quiet
man
who
is
fond
of
quoting
St.
Auvalon.
One
of
his
favorite
quotes
is,
There
is
no
excuse
for
war.
Council
of
Magi:
Seven
archmages
comprise
the
Council
of
Magi,
which
advises
the
king
and
defends
the
realm.
Few
can
challenge
the
power
of
one
archmage,
let
alone
all
seven.
When
summoned
by
the
king,
they
gather
in
a
tower
of
the
royal
palace
called
the
Mancery,
which
is
protected
by
all
manner
of
magical
wards.
The
seven
current
council
members
are
Llewellyn
Dragonstaff,
Magnus
Filgray,
Millicent
Hawksworth,
Elliot
Lynch,
Corwin
Strome,
Alicia
Thistledown,
and
Jacqueline
Vicard.
None
claim
any
hand
in
the
events
surrounding
the
Night
of
Wild
Magic,
although
many
find
such
claims
hard
to
believe.
Sir
Douglas
Tynebridge
(Retired
Royal
Master-at-Arms):
The
kings
closest
friend
and
former
hunting
companion
is
also
the
retired
Royal
Master-at-Arms.
It
is
believed
that
King
Thomas
holds
Sir
Douglas
in
higher
regard
than
any
other
subject.
It
is
also
widely
known
that
Sir
Douglas
is
the
only
living
soul
at
court
allowed
to
call
the
king
Tommy
to
his
face.
Now
in
his
eighties,
Sir
Douglas
still
trains
every
morning,
occasionally
teaching
the
current
Royal
Master-at-Arms
(his
swarthy
grandson,
Lewis
Tynebridge)
a
thing
or
two.
Sir
Everley
Falkonmore
(Duke
of
Warfield):
Duke
Everley,
a
knight-commander
of
Valoreign,
leads
the
Order
of
the
Hearth.
He
also
presides
over
the
provincial
lands
of
Warfield,
which
his
father
earned
after
helping
the
king
to
slay
the
dragon
Ezenglaur
at
the
Battle
of
Tarnstead.
Sir
Everley
resides
at
court
with
his
mistress
for
most
of
the
year,
returning
to
his
estates
only
when
the
mood
to
see
his
wife
strikes
him.
Abbn
the
Horrible
(Warchief
of
the
Living
Cairn
Tribe):
Arguably
the
most
powerful
and
dangerous
warrior-chieftain
of
Iyarlaan,
Abbn
was
hideously
transformed
by
the
Night
of
Wild
Magic.
The
druids
of
his
tribe
claim
it
was
a
gift
from
Ogrmoch,
the
elemental
spirit
of
earth,
but
even
they
are
horrified
by
the
acts
committed
by
Abbn
against
the
other
berserker
tribes,
in
particular
the
devouring
of
their
children.
His
Royal
Highness
Kristophe
Marciveau
(King
of
Nirvan):
Kristophe
was
born
one
year
after
the
coronation
of
King
Thomas
of
Valoreign.
Now
76
years
old
and
barely
able
to
walk,
he
is
nearing
the
end
of
his
reign
as
sovereign
of
Nirvan.
For
many
years,
Kristophe
was
Thomass
bitter
(and
younger)
rival,
and
word
of
King
Thomass
recent
transformation
into
a
young
man
does
not
sit
well
with
Kristophe,
who
longs
to
discover
how
the
Night
of
Wild
Magic
came
to
pass.
Her
Royal
Majesty
Evangeline
Marciveau
(Queen
of
Nirvan):
Lady
Evangeline
Dumonde
married
the
King
of
Nirvan
at
the
tender
age
of
15.
Now
41
and
still
a
specimen
of
towering
beauty,
she
rules
Nirvan
by
her
husbands
side.
Though
Kristophe
can
no
longer
satisfy
her
womanly
needs,
her
love
for
him
has
never
tarnished.
Unfortunately,
the
king
and
queen
have
no
living
heirs
(having
lost
their
children
to
sickness,
war,
and
misfortune),
and
thus
the
Marciveau
dynasty
is
at
risk
of
coming
to
an
end.
Her
Royal
Highness
Vyorna
Mithralvein
(Dwarf
Queen
of
Skorinholm):
A
proud
descendant
of
Skorin,
the
First
King
of
the
dwarves,
the
venerable
Queen
Vyorna
is
attended
by
the
Graybeard
Council,
made
up
of
elders
from
the
various
dwarf
clans.
Vyorna
has
never
agreed
to
a
meeting
with
King
Thomas
of
Valoreign,
nor
has
she
ever
seen
the
sun.
However,
ties
between
her
people
and
the
humans
of
Valoreign
have
never
been
stronger.
Dragons of Valoreign
T
AF
The
advance
of
civilization
throughout
the
mainland
realms
of
the
Severian
Empire
drove
many
dragons
to
the
outer
fringes
of
the
known
world.
A
few
settled
on
the
islands
of
Engweald
and
Iyarlaan,
and
they
fought
each
other
for
territory
while
enslaving
the
hapless
indigenous
folk
(humans,
orcs,
dwarves,
goblins,
elves,
you
name
it).
Eventually,
the
Severian
Empire
set
its
mind
to
conquering
these
remote
islands,
and
the
dragons
that
were
not
slain
by
Severian
swords
and
magic
were
driven
back
to
their
cavernous
lairs.
Every
few
years,
a
dragon
would
emerge
from
its
lair
to
challenge
its
neighbors
and
stake
a
claim.
The
last
dragon
to
die
on
Valoreign
was
the
great
white
wyrm
Ezenglaur,
whose
death
in
Tarnstead
(well
south
of
the
dragons
frigid
lair
in
the
Sundown
Mountains)
marked
the
end
of
the
Winter
Wars.
The
kings
of
Valoreign
have
always
lived
with
dragons,
which
are
rightly
feared
and
respected.
However,
King
Thomas
was
the
first
sovereign
lord
to
realize
that
slaying
dragons
is
hard
and
costly,
and
thus
he
sought
a
peaceful
coexistence.
Many
at
court
thought
the
king
mad
for
pursuing
such
a
treaty,
but
the
majority
of
the
Council
of
Magi
believed
that
dragons
could
be
bribed
into
helping
defend
the
realm
against
mainland
threats.
It
took
years
for
representatives
of
the
king
to
treat
with
the
dragons,
but
all
were
promised
generous
tributes
in
exchange
for
their
allegiance.
These
tributes
are
paid
annually,
and
the
citizens
of
Valoreign
carry
the
burden
of
paying
taxes
not
only
to
fill
the
kings
exchequer
but
also
to
plump
up
the
dragons
hoards.
The
Council
of
Magi
keeps
a
watchful
eye
on
the
dragons
of
Valoreign,
through
magic
and
spies.
Since
dragons
are
prone
to
hibernate
for
years
on
end,
its
not
a
particularly
taxing
endeavor.
However,
once
in
a
red
moon
a
new
dragon
will
rear
its
ugly
head
and
catch
the
archmages
by
surprise.
Some
of
the
most
notorious
and
feared
dragons
of
Valoreign
include
the
following.
Arkynaster:
The
fabled
Red
Dragon
of
Riddle
Peaks
is
so
old
that
none
but
the
kings
emissaries
have
seen
it
in
this
lifetime.
Its
lair
is
filled
with
winged
kobolds
that
flutter
around
nervously
like
bats
and
collect
the
treasure
delivered
to
the
dragons
doorstep.
Cryovain
and
Dreadfrost:
Believed
to
be
the
offspring
of
Ezenglaur,
the
White
Wyrm,
these
cruel
siblings
live
among
the
orcs
and
giants
in
the
snowcapped
Sundown
Mountains.
One
or
the
other
is
occasionally
sighted
flying
high
over
the
mountain
cluster
known
as
Dwarf
Crown.
Harrowfel:
Once
mated
to
Venomeer,
the
Green
Queen
hired
adventurers
to
kill
her
mate
shortly
after
giving
birth
and
sneaking
off
with
her
clutch
of
wyrmlings.
She
has
taken
up
residence
near
the
Emerald
Cradle,
a
sylvan
woodland
in
the
Duchy
of
Brightmeadows.
Immoldroth:
The
offspring
of
Arkynaster
slaughtered
her
siblings
and
claimed
their
hoards
as
her
own,
but
she
lacks
the
strength
and
will
to
challenge
her
father.
She
lairs
in
an
abandoned
dwarven
fortress
where
the
Riddle
Peaks
meet
the
Sundown
Mountains.
Lyursigul:
Rangers
in
Gorgonhold
refer
to
her
as
Black
Beauty,
although
this
mold-encrusted
black
dragon
of
the
Shadowcrowns
is
anything
but
beautiful.
The
goblins
enslaved
by
her
carry
shields
bearing
her
skull-like
visage,
and
they
call
her
Skullface,
the
Dread
Mate
of
Maglubiyet.
Malastrom:
The
Storm
Dragon
of
Norn
is
a
temperamental
blue
wyrm
that
lives
in
a
crumbling
stone
lighthouse
on
the
northern
cape,
overlooking
the
wrecks
of
ships
that
were
dashed
upon
the
rocks.
Harpies
sing
to
her
constantly,
requiring
the
kings
emissaries
to
fill
their
ears
with
wax
when
treating
with
the
dragon.
Shiver:
This
female
white
dragon
lives
in
the
northern
mountains
of
Iyarlaan
amid
the
remains
of
a
berserker
stronghold
that
she
ravaged
long
ago.
Her
treasure
is
kept
in
an
ice-covered
lodge,
the
interior
of
which
is
plastered
with
frozen
corpses.
The
Winter
Wolf
tribe
believes
shes
possessed
by
the
spirit
of
Cryonax.
Sinister:
This
black
wyrm
haunts
the
Drackmire,
a
fetid
swamp
that
dominates
a
long,
finger-shaped
peninsula
in
northeastern
corner
of
the
Ducky
of
Warfield.
The
lizardfolk
that
inhabit
the
Drackmire
are
vile,
wicked
creatures
that
worship
Sinister
as
a
god.
Venomeer:
This
green
dragon
was
rumored
to
have
died
over
a
hundred
years
ago,
killed
by
adventurers
during
the
reign
of
Ronald
Starhewen,
the
Gorgon
King.
However,
the
wood
elves
of
Engweald
believe
the
scheming
dragon
is
very
much
alive,
though
it
receives
no
tribute.
Voltaran:
Dubbed
Big
Blue
by
the
fisherfolk
of
Brightmeadows,
Voltaran
has
taken
a
shine
to
the
islands
off
the
southern
cape
of
Engweald
and
pretty
much
devoured
everything
that
once
lived
there.
He
occasionally
beaches
on
the
south
shore,
to
bask
in
the
sun
after
eating
a
killer
whale
or
two.
T
AF
D
AUTHORS
NOTE:
The
Valoreign
campaign
is
inspired
by
Arthurian
legends
and
medieval
England.
Rather
than
create
an
original
map,
I
decided
to
take
a
map
of
the
United
Kingdom
and
rotate
it
180
degrees,
creating
something
that
is
familiar
yet
disconcerting.
Only
after
doing
so
did
I
realize
that
Valoreign
has
a
very
obvious
V
shape,
which
is
nice.
T
AF
The
kingdom
of
Valoreign
is
comprised
of
many
islands,
the
largest
of
which
is
Engweald.
The
island
has
cold
mountains,
rugged
hills,
and
chilly
moors
to
the
north.
As
one
travels
south,
the
land
becomes
more
fertile,
giving
way
to
fog-shrouded
forests,
misty
meadows,
and
rain-drenched
farmland.
Duchy
of
Brightmeadows:
The
tracts
of
farmland
and
forest
that
lie
east
and
south
of
the
capital
comprise
this
duchy,
which
is
overseen
by
an
attentive
and
beloved
Knight
of
the
Hearth
named
Andrew
Hullgrave.
Hullgraves
land
also
surrounds
a
number
of
smaller
counties
and
earldoms
presided
over
by
noble
landowners.
Brightmeadows
is
also
home
to
Jacqueline
Vicard
of
the
Council
of
Magi.
Duchy
of
Hundredhill:
Often
abbreviated
as
Dredhill,
this
duchy
is
aptly
named,
for
the
land
throughout
rises
and
falls,
forming
a
seemingly
endless
range
of
wooded
hills
and
fog-shrouded
valleys.
Many
of
the
hilltops
are
dotted
with
villages
as
well
as
stone
fortresses
that
guard
against
monstrous
incursions
from
the
northwest.
The
Duke
of
Dredhill
is
Sylvester
Umbridge
of
the
Order
of
the
Hearth,
known
to
his
fellow
knights
as
Sir
Sly
and
Lord
Trollbane.
Hundredhill
is
also
home
to
Magnus
Filgray
of
the
Council
of
Magi.
Duchy
of
Spearpoint:
Countless
battles
against
orcs
and
giants
have
waged
throughout
this
sparsely
wooded
hinterland,
which
is
overseen
by
a
steely
Knight
of
the
Flame
named
Sir
Bluto
Henris,
whose
hatred
of
orckind
knows
no
bounds.
Spearpoint
is
also
home
to
Millicent
Hawksworth
of
the
Council
of
Magi.
The
southern
border
of
Spearpoint
has
a
fortified
wall
stretching
across
it.
Built
by
humans
and
dwarves
to
protect
southern
Engweald,
its
defended
both
by
Sir
Blutos
knights
as
well
as
Knights
of
the
Hearth
from
Hundredhill.
Duchy
of
Torskott:
This
cold,
untamed
hinterland
has
a
few
scattered
villages
and
quarries
far
removed
from
the
watchful
eye
of
the
king,
but
tended
to
with
all
due
diligence
by
Duchess
Catherine
Mansfield
and
her
fellow
Knights
of
the
Flame.
The
village
of
Orcs
Head
has
particular
strategic
importance,
since
it
watches
over
the
mountainous
domains
of
the
orc
and
giant
kings.
Orcs
Head
is
also
home
to
the
wizard
Corwin
Strome
of
the
Council
of
Magi.
He
and
Dame
Catherine
have
an
unsettled
past.
Duchy
of
Warfield:
This
fertile
lands
north
and
west
of
Valorstand
is
dotted
with
villages
and
abbeys
that
swear
fealty
to
the
Manticore
King.
Duke
Everley
Falkonmore
presides
over
the
land
in
the
kings
name,
but
leaves
its
protection
to
the
Knights
of
the
Hearth
who
serve
under
him.
The
dukes
holdings
also
surround
a
number
of
smaller
counties
and
earldoms
presided
over
by
noble
landowners.
Warfield
is
also
home
to
Elliot
Lynch
of
the
Council
of
Magi.
Dwarf
Crown,
The:
This
tight
cluster
of
mountains
in
northern
Valoreign
so
resembles
a
crown
that
it
well
deserves
its
name.
Beneath
the
Dwarf
Crown,
far
below
the
surface,
lies
the
city-kingdom
of
Skorinholm.
Norn:
The
storm-ravaged
northern
peninsula
of
Engweald
is
a
cold,
inhospitable
place.
Skorinholm
(dwarven
city-kingdom):
Population
7,500.
The
ancestral
home
of
Skorin,
the
First
King
of
the
dwarves,
has
grown
over
the
centuries
into
a
sprawling
underground
labyrinth,
the
primary
entrance
to
which
is
a
heavily
fortified
(and
oft-besieged)
mountainside
fortress
on
the
surface
called
Skorins
Gate,
which
bears
the
scars
of
many
battles
against
orcs
and
giants.
The
reigning
king
of
the
dwarves
is
actually
a
queen:
the
indomitable
and
intractable
Vyorna
Mithralvein.
Thane
Holds
of
Invernia:
Surface-dwelling
hill
dwarves
call
this
rugged,
icy
domain
home.
Their
forges
and
dark
domiciles
are
chiseled
out
of
hillsides,
and
their
domain
is
separated
from
the
Duchy
of
Torskott
by
a
mighty
granite
wall
that
stretches
from
the
Dwarf
Crown
to
the
eastern
shore.
Invernia
has
no
ruler,
per
se;
rather,
the
land
is
divided
among
greedy
dwarf
thanes
with
blood-ties
to
the
mightiest
clans
of
Skorinholm.
Valorstand
(capital
city):
Population
25,000.
A
gray
wall
topped
with
iron
battlements,
guardhouses,
and
dragon-shaped
gargoyles
surrounds
the
great
city
on
the
hill,
upon
which
is
perched
the
royal
keep
of
Dragonroost,
the
Mancery
(the
tower
of
the
Council
of
Magi),
and
St.
Auvalons
Cathedral.
Outside
the
city
is
the
Wyverns
Tail,
a
winding
river
with
sprawling
farmland
on
both
sides
of
it.
The
large
island
east
of
Engweald
is
a
verdant
paradise
nestled
between
wooded
hills.
Although
much
of
the
land
is
under
the
kings
control,
vast
tracts
of
wilderness
are
home
to
the
wild,
untamed
berserker
tribes.
Berserker
Lands,
The:
The
berserker
tribes
call
this
verdant
expanse
home,
and
the
rolling
hills
and
timeworn
mountains
are
dotted
with
their
primitive
strongholds
and
villages.
Meanwhile,
Valish
knights
astride
hippogriffs
monitor
the
Iyarish
strongholds
from
the
clouds,
with
strict
orders
from
the
Duchess
of
Gorgonhold
not
to
anger
the
berserkers
or
stir
up
conflict.
For
now,
the
berserker
tribes
are
content
to
let
their
enemies
watch
from
the
skies
while
they
sharpen
their
weapons,
strengthen
their
defenses,
and
wait
for
their
warrior-
chieftains
to
lead
them
once
more
into
battle
against
the
knights
and
wizards
of
Valoreign.
The
warrior-
chieftains
are
always
the
strongest
members
of
their
respective
tribes,
which
number
anywhere
from
200
to
2,000.
The
berserkers,
like
their
age-old
enemies,
are
also
dealing
with
the
aftermath
of
the
Night
of
Wild
Magic,
which
imbued
many
of
them
with
strange
abilities
and
ghastly
deformities.
Most
of
the
tribal
druids
agree
that
the
Storm
of
Fire
was
sent
by
Imix,
the
Great
Elemental
Flame,
to
reward
the
strong
and
punish
the
weak.
Duchy
of
Gorgonhold:
This
duchy
was
formed
in
1280
after
the
Gorgon
Kings
victory
over
the
indigenous
berserker
tribes
in
the
Battle
of
the
Red
Skies.
Protecting
the
farms
and
foundling
villages
of
this
realm
is
the
Duchess
of
Gorgonhold,
Dame
Anne
Dunwarren,
and
the
knight
cavaliers
of
Order
of
the
Hearth.
Gorgonhold
is
also
home
to
Llewellyn
Dragonstaff
of
the
Council
of
Magi.
Duchy
of
Westreach:
The
kings
foothold
in
Iyarlaan
is
a
rich
domain
populated
by
an
adventurous
breed
of
settlers
from
Engweald,
whose
interests
and
holdings
are
tended
to
by
a
formidable
Knight
of
the
Hearth
named
Duke
Thomas
Thistledown
and
his
eldritch
knights,
all
of
them
wealthy
earls
with
coastal
estates.
Westreach
is
also
home
to
the
dukes
third
wife,
Alicia
Thistledown,
the
youngest
member
of
the
Council
of
Magi.
Shadowcrowns,
The:
This
primeval
forest,
the
largest
in
all
of
Valoreign,
is
home
to
the
Iyarlandar
wood
elves,
as
well
as
treants,
dryads,
satyrs,
druids,
and
ancient
supernatural
monsters.
Berserker
tribesfolk
come
here
to
hunt
as
part
of
their
rites
of
passage,
but
otherwise
the
domain
is
largely
avoided.
Rangers
from
the
Duchy
of
Gorgonhold
also
come
here
to
treat
with
the
wood
elves
and
test
their
mettle.
Character Origins
You
character
can
come
from
anywhere
within
the
world.
If
youre
looking
for
guidance,
here
are
some
likely
points
of
origin
based
on
race
and
class.
Race Origins
T
AF
All
races
are
widespread
throughout
Valoreign,
meaning,
for
example,
that
you
can
play
a
human
who
grew
up
in
the
dwarven
Thane
Holds
of
Invernia
or
a
dwarf
who
was
raised
in
the
capital
of
Valorstand.
Here
are
some
typical
points
of
origin
for
the
different
races:
Dwarf,
Hill:
You
grew
up
outdoors,
in
the
cold,
wintry
Thane
Holds
of
Invernia,
protected
in
your
youth
by
a
great
stone
wall
the
separates
the
Thane
Holds
from
the
lands
to
the
south.
Eventually
you
decided
to
leave
the
safety
of
home
and
hearth
and
strike
out
into
a
larger
world.
Conversely,
you
may
have
grown
up
in
one
of
the
human
duchies
east
of
the
mountains,
where
work
is
plentiful
and
human
friendship
common.
Dwarf,
Mountain:
As
a
son
or
daughter
of
Skorin,
the
First
King
of
the
dwarves,
you
spent
most
of
your
life
underground
in
the
dwarven
city
of
Skorinholm
until
the
call
of
adventure
brought
you
to
the
surface,
where
the
dwarves
have
been
waging
constant
war
against
the
orcs
and
giants
of
the
Sundown
Mountains.
Elf,
High:
You
left
the
Elder
World
(the
Feywild)
voluntarily
to
live
among
mortals
and
escape
the
madness
of
the
fey
courts,
finding
a
home
among
the
wood
elves
or
wandering
the
land
in
search
of
arcane
lore.
The
Night
of
Wild
Magic
wrought
a
terrible
transformation
upon
Valoreign,
and
you
might
seek
to
further
understand
or
undo
what
has
occurred.
Elf,
Wood:
You
grew
up
in
the
forests
of
Engweald
or
Iyarlaan,
but
unlike
your
reclusive
kin,
you
wish
to
experience
more
of
the
world
and
kill
time
with
other
races.
Maybe
you
feel
its
high
time
the
elves
came
out
of
hiding
and
took
their
place
as
one
of
the
proud
peoples
of
Valoreign,
or,
if
you
are
a
prince
or
princess,
maybe
you
seek
to
show
your
people
that
you
are
worthy
enough
to
be
their
sovereign
ruler.
Half-Elf:
You
are
a
rare
breed,
indeed.
Elves
so
rarely
interbreed
with
humans
that
your
presence
is
enough
to
raise
eyebrows
and
foment
whispered
speculation
on
the
circumstances
of
your
origin.
You
may
be
the
offspring
of
diplomats
residing
in
Valorstand,
the
kingdoms
capital,
or
the
product
of
an
elf
wood-maiden
who
chanced
upon
a
rakish
human
ranger
in
the
wild.
Half-Orc:
Half-orcs
are
the
product
of
forced
breeding
with
humans,
goblinoids,
and
dwarves
primarily.
Turns
out,
orcs
will
mate
with
just
about
anything.
As
orcs
are
well
and
truly
despised
throughout
Valoreign,
its
better
to
claim
that
you
were
deformed
by
the
Night
of
Wild
Magic
than
to
admit
your
true
parentage.
If
you
were
not
reared
by
savage
orcs,
you
were
probably
raised
by
humans
or
dwarves
in
northern
Engweald.
Halfling,
Stout:
You
hail
from
a
hill-village
in
the
Duchy
of
Brightmeadows
or
Warfield,
and
leaving
the
pastoral
comfort
of
your
home
is
a
big
step
for
such
a
small
person.
While
you
might
be
accustomed
to
visiting
the
capital
and
treating
with
humans,
dwarves,
and
elves,
it
takes
a
courageous
stout
to
resist
the
call
of
home.
Halfling,
Tallfellow:
Your
family
plies
the
rivers
of
Valoreign,
and
in
your
short
life
youve
seen
many
wondrous
things
and
met
many
peculiar
folks.
Leaving
the
rivers
edge
to
explore
the
land
beyond
is
not
such
a
big
step,
for
as
you
know,
it
is
the
only
way
to
find
new
rivers!
Human:
The
humans
of
the
northern
duchies
of
Engweald
(Spearpoint
and
Torskott)
are
hardy
folk
accustomed
to
cold,
damp
weather
and
simple
rural
life.
The
humans
of
the
southern
duchies
(Hundredhill,
Warfield,
and
Brightmeadows)
are
peasants,
farmers,
artisans,
merchants,
traders,
and
nobles
living
in
the
cradle
of
chivalry
and
magic,
sheltered
against
the
perils
of
the
world.
The
humans
of
southern
Iyarlaan
are
bold
frontier-folk,
willing
to
tolerate
their
angry
neighbors
in
search
of
adventure,
prosperity,
and
autonomy.
The
proud
berserkers
of
northern
Iyarlaan
crave
freedom
and
battle,
calling
upon
elemental
spirits
to
fuel
their
never-ending
thirst
for
blood.
Some
berserkers,
upon
realizing
that
the
spirits
they
serve
are
evil
and
corrupt,
turn
their
anger
on
the
spirits
in
the
hopes
of
freeing
their
people.
Class Origins
T
AF
10
Noble Blood
Human,
dwarven,
and
elven
societies
have
class
structures
that
include
both
commoners
and
nobility.
When
creating
a
character,
you
may
choose
to
have
noble
blood
flowing
through
your
veins.
This
comes
with
certain
advantages.
Potential
disadvantages
might
also
arise
as
the
campaign
unfolds.
T
AF
Elven Firearms
If
you
are
a
human,
dwarf,
elf,
or
half-elf,
you
may
be
of
noble
birth.
If
noble
blood
courses
through
your
veins,
you
may
select
a
title
for
yourself
from
the
choices
listed
below.
A
half-elf
character
may
choose
from
the
human
or
elf
options.
Human
Title
Notes
Starhewen
heir
As
a
Starhewen
heir,
you
are
part
of
the
royal
bloodline.
You
can
have
up
to
four
retainers,
all
noncombatants,
and
a
grandparent
who
is
the
one
of
King
Thomass
five
children.
Ravenstorm
heir
As
a
Ravenstorm
heir,
you
have
the
blood
of
the
Ravenstorm
family
and
a
legitimate
(if
remote)
claim
to
the
throne.
You
are
held
in
contempt
by
the
Starhewen
line,
however.
Noble
heir
You
stand
to
inherit
the
title
and
holdings
of
an
earl,
count,
or
countess
who
governs
a
10-mile-square
parcel
of
land
in
one
of
the
kings
duchies.
Dwarf
Title
Notes
Mithralvein
heir
As
a
Mithralvein
heir,
you
are
part
of
the
royal
bloodline.
You
can
have
up
to
three
retainers,
all
noncombatants,
and
a
grandparent
who
is
the
one
of
Queen
Vjornas
many
children.
Thane
You
are
a
dwarven
thane
of
Invernia,
traveling
abroad.
You
may
issue
commands
to
any
member
of
your
clan
and
expect
your
orders
to
be
followed.
Elf
Title
Notes
Prince/princess
You
have
a
royal
bloodline
and
might
one
day
unite
the
elven
princedoms
as
king
or
queen.
You
can
have
up
to
five
retainers,
all
noncombatants.
The
elves
of
Valoreign
hunted
with
bows
for
ages,
and
many
of
them
still
do.
However,
the
Sylvandar
(high
elves)
have
created
new
weapons
that
use
magical
blast
powder
to
propel
round
projectiles,
specifically
iron
or
silver
bullets.
These
devices
are
still
new
to
the
world,
and
few
folks
in
Valoreign
have
seen
them
in
action.
If
you
are
a
wood
elf,
a
high
elf,
or
a
half-elf
raised
among
elves,
you
may
acquire
either
a
flintlock
pistol
or
a
harquebus
at
character
creation
and
gain
proficiency
with
that
weapon
instead
of
proficiency
with
the
shortbow
or
the
longbow
(your
choice).
You
do
not
gain
instant
access
to
elven
grenades.
Elven
Flintlock
Pistol
or
Harquebus:
These
weapons
make
a
loud
cracking
noise
when
fired.
They
are
more
accurate
than
medieval
ranged
weapons,
granting
a
+1
bonus
to
the
attack
roll.
Bullets
fired
from
either
weapon
are
typically
made
of
cold-forged
iron
or
silver.
Elven
Grenade:
This
pear-shaped
explosive
is
comprised
of
magical
blast
powder
encased
in
a
shell
of
cold-
forged
iron
or
silver.
When
lit
and
hurled,
it
explodes
and
is
destroyed,
scattering
cold-forged
iron
or
silver
shrapnel
in
a
20-foot
radius
from
the
point
of
detonation.
All
creatures
in
the
area
of
effect
must
make
a
DC
10
Dexterity
saving
throw.
The
target
takes
full
damage
on
a
failed
save
and
half
damage
on
a
successful
save.
WEAPONS
Name
Price
Damage
Weight
Properties
Special
Weapons
Elven
flintlock
pistol
1d8
piercing
2
lb.
Loading,
missile
range
100/400,
special
Elven
harquebus
1d10
piercing
7
lb.
Loading,
missile
range
150/600,
two-handed,
special
Elven
grenade
4d6
piercing
1
lb.
Thrown
range
50/150
Ammunition
Cold-forged
iron
bullets
(10)
10
gp
2
lb.
Silver
bullets
(10)
5
gp
1
lb.
11
T
AF
Your
character
is
either
a
resident
of
Rondel
or
a
visitor.
Here
are
some
possible
hooks
to
explain
why
your
character
is
here
when
the
campaign
begins:
Inn
Debt:
Henry
Horner
generously
loaned
your
family
some
money,
and
youve
been
working
off
the
debt
by
cleaning
stables,
shoeing
horses,
and
tending
bar
at
the
Black
Hart.
The
inn
is
a
lively
place
where
you
can
overhear
rumors,
meet
visitors,
and
pick
a
fight
all
in
a
single
evening.
Church
Business:
Youre
a
visitor
come
to
Rondel
to
investigate
rumors
that
the
local
priest,
Father
Fitzgibbons,
has
been
leading
strange
sermons
that
arent
in
keeping
with
church
doctrine,
or
you
have
come
to
collect
a
rare
religious
tome
that
Father
Fitzgibbons
has
been
hoarding
against
your
abbeys
wishes.
Webbs
Kin:
Youre
a
distant
relative
of
the
half-elf
apothecary,
Leshanna
Webb.
You
either
live
with
her
or
visit
her
on
occasion,
bringing
ingredients
and
new
recipes.
Ex-Militia:
Youre
formerly
of
the
militia.
Perhaps
you
were
arrested
and
disciplined
for
some
infraction
and
only
recently
found
yourself
in
Rondel,
or
maybe
you
left
the
militia
to
take
over
your
fathers
farm
after
he
disappeared
during
the
Night
of
Wild
Magic.
Wizards
Test:
Youve
been
sent
by
your
wizardly
master
to
catalog
all
of
the
weird
events
in
Rondel
that
have
taken
place
since
the
Night
of
Wild
Magic
and
file
a
report.
Your
master
calls
this
your
latest
test.
Lost
and
Found:
You
grew
up
in
an
orphanage
and
only
recently
learned
that
your
father
or
mother
is
alive
and
living
in
Rondel.
The
lost
parent
might
be
Henry
Horner,
Leshanna
Webb,
or
Tall
John
Harmridge.
Noble
Born:
Youre
of
noble
birth.
You
might
be
the
bastard
son
or
beloved
daughter
of
Duke
Falconmore
or
one
of
his
knights,
come
to
Rondel
to
escape
your
unhappy
life,
meet
a
secret
lover,
or
challenge
someone
who
has
defamed
your
familys
name.
12