The Wandering Isle

Setting:

The Old Ways used to be the ways all people’s across this land but over time, these ways are forgotten and buried. Sometimes just the passing of time can consume knowledge, but here in the outer isles of the Halfling Kingdom, it was their genocide of the Gnomish Kingdom before that destroyed their connection to it. Now only the outer edges of the empire hold on to a semblance of these traditions.

Exotic races fill those streets, encouraged by Halfling propaganda at a ‘safe haven’. Their lives are restricted to servitude or labor in the ‘hearth shires’ unless you can make it to the outer regions where the rule of the empire wears thin. They are regions of lawlessness, banditry, skullduggery and all manner of illegal activities. The Western Isles are rich with long-forgotten treasures and secrets. Piracy now rules this region.

A Halfling by the name of Belgin Fairfurrow Sr knew his way around a ship, spoke fluent Parlé and had a reputation proceeding him from his younger days. This led him to the King of the Twin Shires and his patronage. Belgin Sr had just one problem, what he promised the King was to find an island of huge significance to The Old Ways, and an island only rumored to exist. On one hand the King’s support was boundless if you stayed in his favor. On the other, he was easily frustrated, offended or otherwise irked to the point that his snap judgments lead to the creation of a jail to house those who ‘dared to infuriate’ the King in the sea of the Western Isles.

After many years of desperately trying to find the promised land, artifacts and secrets beyond his comprehension and with the bated breath of the King down the back of his neck, he was driven mad. When he was brought to the King, he was found guilty of wasting the Kings money and deception of the kingdom. His madness was in part told as punishment from the King and that the search for the island led to this fate. He now lays babbling to any prisoner who happens to take pity on him, of an island so important, the Old Ones call it ‘home’.

Chat Interaction:

!theoldways

Cost: Free

List details of exchanging research papers into gifts for players.

!relictrinket/cursedtrinket

Cost: 250

Give a player a regular or cursed trinket, you will also name this item. They have three additional attunement slots for these items.

!relicweapon/cursedweapon

Cost: 500

Give a player a regular or cursed weapon, you will also name this item. They have three additional attunement slots for these items.

!relicarmor/cursedarmor

Cost: 250

Give a player a regular or cursed armor, you will also name this item. They have three additional attunement slots for these items.

!treasure

Cost: 200

Roll on a table to give the cast an item for their group loot.

!d20

Cost: Free

On a Nat 1 OR Nat 20, change a dice roll of an NPC or a PC to that value at viewer discretion.

 

 

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