Friday, May 27, 2016

Words of the Wise RPG adventure, Introduction

After the death of Smaug the dragon and the defeat of the combined enemies of goblins, wargs, and bats at Erebor, a new era began for Wilderland, between the Misty Mountains and the River Running.

The dwarf Dáin of the Iron Hills became King of the restored Kingdom under the Mountain, while Men and Elves worked together in rebuilding new cities in Dale and upon the Long Lake. There is a new time of peace and hope. Although old feelings die hard between the races, you are folk who desire to find others of the Free Peoples and join in adventure, exploring the liberated lands, and seeking glory through fighting evil. While all sense something wicked still lurks in parts of Mirkwood, it feels like that shadow has lifted for a time since the White Council drove the evil Necromancer from the broken towers of Dol Guldor in southern Mirkwood.

Bard, the slayer of the Dragon, completed the reconstruction of Dale and was crowned King in Third Age 2945 of the Bardings, folk including the heroes Eilif and Bain Grimarr. A new Lake-town was completed on the Long Lake and trade resumed up and down the Running River between Dwarves, Men, and the Woodland Elves of King Thranduil, among whom live Dulindaer and Ninimil Dillothel. The plain but virtuous Woodmen, distant relatives of the horse-lords of Rohan, rejoice that they may hunt more freely and renew their ties with each other’s far-flung villages. Avina and the Raven are two Wood-maidens who have come of age to journey. Their rustic capital is Woodland Hall, near Rhosgobel, the home of the Brown Wizard Aiwendil, otherwise known as Radagast. Beorn the shapeshifter established his rule as a great chief at the head of his new followers who are called the Beornings, like Balgleir the Slayer, who guard the Old Ford and make the road from the High Pass safe all the way to Mirkwood. A few brave Halflings have even crossed over from the Shire into the Anduin River Valley, encouraged by the exploits of the famous burglar Bilbo Baggins. Sweetpea Cotton is one such example.

In November of the year 2946 of the Third Age, all of you found yourself at the Gathering of the Water and the Wood, a great feast held in Dale celebrating the 5th anniversary of victory at the Battle of Five Armies, representing your races. The elves and Bardings among you remember the battle, as you saw it take place. You met each other at the Inn of the Forked Beard, at which there was much rejoicing, and many stories swapped. Surprisingly, you became fast friends, and agreed to meet once again, in a western location to be easier for the Beornings and Woodmen among you. Rhosgobel was proposed. After all of you had separate adventures with other companions the last few years, you remembered your promise and met during the High Summer Days.

Your first adventure together followed in late summer when you were asked to investigate rumours of a shadowy figure seen visiting the vicinity of Dol Guldur. The company bonded during the arduous trek to the fallen fortress, and during the long vigil that followed. Finally observing the figure you had sought, you disrupted its attempts to enter the keep, but did not get close enough to uncover the being’s identity. You did feel its dread power, which overcame the company, forcing you to flee. Recovering your courage in the cold light of day, you steeled yourselves to resume watch, but did not catch another glimpse of the figure. Unsure of how to proceed, and with winter closing in around you, the company travelled back to the settlement Rhosgobel to consult Radagast the Brown and wait out the cold weather. The Woodmen welcomed the company to their settlement and gave you shelter over the winter. Radagast spoke with you on the nature of your quest and experiences and retired to consider the matter. As the weather began to break in early spring, the Woodmen have asked the company to help them gather in some food on one of the many hunting expeditions setting out.

And so the game begins!

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