Apocalyptic Aftermath

The beginning

Almost 100 hundred years ago, a plague of necromancers ruled the Continent on which our story starts. They ran roughshod toppling all but the mightiest of cities. The goodly gods called upon all their heroes and champions to fight this evil force. On the verge of being overwhelmed, the clerics and paladins ripped their holy symbols from their necks, and sacrificed their powers, lives and bonds to their gods for the most powerful miracle in known history. Holy lightningbolts ripped through the enemy armies and the ground spewed forth holy flames and erupted into gaping chasms.

When the dust cleared, a full tenth of the continent lay in burnt charred rubble. The necromancers had been smart, and they went after the elder races first, nearly wiping them out, before turning towards the humans. In the years folowing the aftermath the wild races, such as goblins and kobolds have grown in power, no longer held in check by the elder races. Even the mighty city of Toradil that withstood the necromancers assault, has since fallen to goblinoids. Magic is no longer trusted, and magic users are treated as disease ridden slaves. The few remaining members of the clergy, and even their new initiates are met with a bit more respect by some, but still loathed by most.

Our adventurers story takes place in a small elven hamlet protected by a powerful elder druid in the middle of a dead forest. Our adventurers, attracted by duty, a need of adventure or just plain unluckiness are here on the day when two feuding factions of kobolds arive seeking an alliance of sort.

One sides claims to be the rightful king of the kobold tribe nearby, and that the other is an usurper. The other claims he is. After a long discussion going nowhere, the druid demands the kobolds leave. One of the kobolds whispers to the group where to find him as he leaves, while the others make open threats hidden in inuendo (as far as kobolds go, but the adventurers are not fooled)

Upon the exiting of he kobolds, these brave warriors, the Dwarven cleric, the Ratling rogue and the Human ranger decide to go speak to the one that gave them his location for a meeting. Is he planning an ambush? Is he legit? Who knows?! Tune in next time!



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