Lord Drago II is Dead!

And so our story starts. Not from battle, not from pestilence, not from a curse. He died from old age, peacefully. A noble warrior, lord and leader of men, he had ruled his small fiefdom for decades, and was amdired by his people. His openness to the civilised races was well known and his holding a bastion of security out inthe forest wilds of this part of the kingdom.

His fiefdom which was known by those in the great capitol and those far off in power as Drago, is in fact known by its inhabitants and those more familiar to the kingdom as Korme.

Lord Drago II has lain dead thses many weeks and has lied in state and buried as befits a much loved ruler and hero of war. And now his eldest son, Lord Drago III has returned home from his life of adventure to claim his Lordship over Korme, and with any corronation there must be ceremony and celebration.

Messengers have been sent out across the kingdom to invite persons of renown and guests of inportance and friends of the family and Drago. But most interestingly messengers andposters have been sent forth welcoming adventous type and thrill seekers to participate in the celebratory games!

It sis quite an unuasal event and obviusly this new young lord has decided to pull out all the stops and open his coin purse wide to host and fund this Day of Combat Games.

It ithis that has brought teh adventurs to Korme. To try rergister for the games, try thier hand and win gold and remown. And so the adventuers, having travelled alside other would-be combatants and sightseers stand in the village square of Korme.

To one side is what appers to be a church or temple and it would seem the local clergy man is outside talking by a small group of people who seem very excited about something. Other people busy themselves with puting the finishing touches to bunting and garland of lfowers to adorn the village square and you see a dias has been set up with a large chair atop, and there are benches set in front, and it woudl appear guards to keep people away from this inportant centerpiece.

You have arrive the evening before the coronatio, or so you have been told, and today is teh last day to sign in for the games which will be held in two days time at a place called Korme Moot. The people you have travelled with have heard of the name but know very little about it, but one of them a veteran adventuer dwarf wizard named Frederik Storm Tamerseems to be holding back, he dropped some hints that he knew more about what was to happen but made it quite clear he would need a drink or two bought for him before he would spill the beans.

Background to the Campaign
The World

To read what the players know go here… History of the North lands

History of the North lands
What the player characters know

Although modern history of the North lands belongs to the human and humanoid races, the giantish, goblinoid and dragon cultures have been established in the hill and mountain regions for twenty-seven centuries.
While the lands has known peace before the God wars the last two centuries have seen an increasing threat from troll and giant raiders. Kobolds and hill gnoll clans still prey on frontier homesteaders and threaten the all important trade routes.

Relatively little is known of the Modrigswerg dwarven culture of the North lands. In ancient times they were known for trafficking with spellcasters and alchemists but no longer. The lands have numerous forgotten mines and underground halls and their once great culture is said to have collapsed centuries ago in madness and evil. They now live in small family units, or as hermits, and are known for the quality of their stonework, jewelry, and weaponsmithing. There is some organised trade with the humans but it is few and far between though the dwarves are fairly tolerant with the men of the north.
Their superb physical craftmanship combines with the secret arts of dwarven craftmagic to produce marvelous artifacts. As is typical dwarven cultures, northland dwarves are extremely conservative in traditions and customs. Further the Modrigswerg are not inclined to be chatty about their past. Consequently little is known about them, and tracing the origin and fate of legendary artifacts is a formidable task.
Modrigswerg are said to be particularly long lived, even for dwarves, although the madness associated with the clan leads many of them to thier own destruction. Clans and families generally remain in the same dwellings for centuries. There are no acknowledged kings or clan leaders, and there is little communication between underground homesteads. Families and small clans may live within five miles and not speak to one another for hundreds of years.

Other more common dwarves from the Dwarf Kingdom have over the centuries moved into the land and often live among the humans or trade with them, keeping ties back to the homeland.

The humans started here a millennia ago as warring pirate clans vying for power along the coast. Eventually they settled under one great chief, Cnute, who was succeeded by his three sons Brand, Sven and Hrafn, who expanded the kingdom inland to the great crescent mountains. The human kindgoms have been won and lost and won again over the centuries, and today are united again as a collection of smaller kindgoms. The last overking was 30 years ago at the times of the Goblin Wars,and since then there has been relative peace.

Not native to these lands, they are mostly settled families or refugees from the God Wars 200 years ago. While this may seem an age to the shortlived races to the elves barely a generation has passed, and the cruelty of the gods and the folly of the humans are still within living memory.

Rock Gnomes have lived among the dwarves for as long as there have been dwarves in the hills.

Half Orcs
The Orc Wars 30 years ago brought other humanoids in larger numbers, Half Orcs have become a more common race living amongst men and dwarves where they can gain a foothold or living in the wilds.

Other races
Travel, trade and wander lust have meant that other races have found their way across the lands.


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