I'm going to make an effort to take notes for this one. : D
You can read them here, in pretty colors and stuff.
http://docs.google.com/View?id=dkq6hnb_19rz4p54c8 Alternatively, beneath the cut!
Aquila - City of Einstad
The Party
Name: Sir Tancred Heinz
Race, Class: Human Cavalier, Grosbrud
Bio: Tancred is a Grosbrud knight stationed in the burgeoning town of Einstad, apparently the one Grosbrud in that town save Lord Reinhart himself. Tall and thickly built, with close-cut hair and seemingly perpetual stubble, Tancred is still a young man learning to find his place within the Grosbrud order. Often unsure of a Grosbrud's place within the political strata of Aquila, he often turns to the mentorship of the Lord Reinhart for guidance. Though the intricate subtleties of politics may be beyond his ken, Tancred finds the tumult of battle to be a comfort; a place where hidden vipers with twisted words find no purchase. Wherever Tancred goes his mighty warhorse Faustus is also sure to be found.
Name: Azarast
Race, Class: Human Monk
Bio: Azarast is quite tall and relatively lean. He dresses simply but efficiently at all times. Usually a brown leather tunic with pants or skirt. When travelling, he carries a worn
natural looking staff. When fighting, he carries in a quiver with three javelins, which also look hand made. Other than a purse for coins, he carries nothing else. The only blade his hands have ever carried is a knife for cutting vegetables, or a razor to keep his head bald.
Name: Sir Viktor Reinhart
Race, Class: Human Paladin
Bio: Viktor is the fourth son of the large Rienhart family. He has devoted himself to Law and Order. While he is often of a diplomatic mind he holds fairness in higher regard than kindness. It is evident to any who has spent any time in Einstad that he deeply cares for the land, its people, and most of all his family
Name: Gremmor Woodsheart
Race, Class: Gnome Druid
Bio: Gremmor is a woodworker, helping produce the lumber for the monastery, as well as creating small knick-knacks from the small pieces of wood he finds in the forest, where he spends a great deal of his free time. He is constantly followed around by his wolf, Karu.
Name: Karla Reinhart
Race, Class: Human Cleric
Bio: Karla is the seventh child, and recently turned 17 years old. Among the Reinhart children she was often the peace keeper and mediator, trying to get them to settle their fights quietly before their Father would learn of it and bring his own discipline upon them. As she got older she followed in their mother's footsteps and decided to devote herself to the service of the goddess Concorde. She is known as an accomplished healer in Einstad, and she tries to help settle disputes wherever they crop up. Like her brother Viktor she is very diplomatic, seeking peaceful solutions that are fair to both parties.
Name: Mathias the Younger
Race, Class: Human Wizard
Bio: Mathias is the recently arrived Court Wizard. He is the son of Mathias Havocwright the Elder, Court Wizard of the Duke of Wyrmstad. Mathias is serious, and dresses in a militaristic fashion. He is an Evoker by specialization. Socially he's typically friendly, but very practical and pragmatic. When not serving in his capacity in Court, he is often found in alchemical experimentation or relaxing at the inn enjoying the company of the guards. He is never without his familiar, a Celestial Weasel named Tak.
Name: Myrrah
Race, Class: Half-elf Rogue
Bio: Myrrah is an apprentice blacksmith. It is not uncommon to see her shunned or openly insulted because of her mixed heritage. Myrrah bears the harsh words and cruel accusations with a surprising amount of patience. A bowed head and furrowed brow reveal that she hears- but she has yet to respond to the hostility with either angry word or action. Though the half-elf is often quiet, a clever observer soon realizes that her intellect is as keen as any blade she crafts. Her words, while seldom, are more often than not insightful and generally helpful. It is hard to discern Myrrah's age, perhaps because of her elven heritage. Sometimes, it seems she must be at least in her late twenties or early thirties. However, on those rare occasions that she is seen smiling and laughing, one might think her much younger- maybe twenty at the most.
(Are you reading this? Awesome! Can you guess which one is my character at this point?)
The Setting
Einstad of Aquila, Land of Norwalde
(Note: There is a lot more flavor text to describe the world of Norwalde [read: A LOT], but for brevity's sake, we'll be sticking to the bare bones.)
Einstad lies in the southwestern frontier of the Kingdom of Aquila. It is mostly wooded highlands, with the Elven territories, called Sylvania by the Aquilans, to the west and the Holy Sudenian Empire to the south. The elves are regarded as feral natives. The closest Aquilan city is Wyrmstad.
Sir Wilhelm Reinhart, in his capacity as Lord of Einstad, owes fealty to the Duke of Wyrmstad. However, he is also a retired Grosbrud, and as such still holds authority as a knight of the King. Lord Wilhelm is still an imposing figure even at the age of 77. His wife, Miranda, age 61, is a priestess of Concorde, and a small but still handsome woman. They have eight children, as well as near two dozen grandchildren and great-grandchildren.
The oldest son, aged 42, is Heinrich, heir to Einstad and some say already Lord in all but name. He is tall and strong, like his father, but unlike his younger brothers has not served as a knight, instead governing Einstad in his father's name, showing great talent for the ways of court.
The Chapel of Aristos is an ancient church, rebuilt around the tomb of Aristos Ascendant, god of justice and loyalty. The Chaplin General of Aristos, a retired adventurer and one of Lord Wilhelm's oldest friends, is building a monastery outside the town walls. The Chaplin General is blind and feeble, but his mind and tongue are still sharp, and Lord Wilhelm still seeks his council on important matters, much to the chagrin of Heinrich, who sees the old priest as a relic.
The most enigmatic figure in town is the mysterious owner and proprietor of the Red Leaf Inn, an old halfling woman who has bumped heads with Heinrich in the past, due to unproven accusations of lawlessness and thievery. She spends most of her time abroad, still adventuring at the ripe age of 90 (which is just past middle-aged for a halfling), and only shows up every few months in the company of a darkly-robed one-eyed figure, who some refer to in whipers as 'the Big Why'. Her inn and its employees are left to their own devices by the town guard, which sees many strange guests from far lands, and also brews the best lager in the southern provinces.
The richest merchant in town is Grogan the Fat, owner of the General Store and Smithy. He has recently opened a brewery as well, coming into competition with the Red Leaf.
Aquila
Quick n' Dirty: Our homeland.
Once a mighty empire, Aquila is now one of a handful of the kingdoms of Nowalde (though it is still the most powerful). Its ruler is king Leonis, a youthful and popular ruler. Aquila is divided into many lesser Baronies, made up mostly of farms and ranches, worked by serfs and slaves. All land is technically owned by the King, leased in fiefdom by the individual knights and barons, who pay a tribute of ten percent of the lands’ yield as taxes. The nobles rule their fiefs as they see fit, so long as they pay their taxes.
Beneath the nobles are the craftsmen, merchants, and soldiers that serve them. Below them are the serfs, free men and women who work the farms and ranches, who are little more than slaves, but with all the rights and protections of free men. At the bottom of the pyramid are the slaves, who have no rights and are treated as property. The slaves were originally captives of war and could be of any race, but now are almost entirely orcs and goblinoids. No human or dwarf may be kept as a slave in Aquila, but the other races are fair game, including half-breeds.
Einstad, our starting point, lies in Aquila.
Other Kingdoms of Note:
Republic of Sudenia:
Quick n' Dirty: The home of the Baddies (at least in general opinion)
South of Aquila, reaching all the way to the tip of the southern peninsula. The nobility of Sudenia are all wizards, or at least descended from wizards. Non-wizard noble family members are usually relegated to the military, the navy, or to the bureaucracy. The heads of the noble houses are titled Mage Lords. The most powerful and influential Mage Lords form the ruling parliament, called the Synod. The Head of the Synod, elected by the Mage Lords, is called the Hierophant.
The state religion of Sudenia revolves around the worship of Empeiria, goddess of magic. Other gods are not forbidden, but she is revered first and foremost among the gods, unlike the rest of the human kingdoms who revere Arete as the Queen of Heaven. Due to the widespread literacy fostered by worship of the goddess of magic and learning, Sudenia has the highest literacy rate of any of the human kingdoms. Slavery is officially outlawed in Sudenia, but debtors are sometimes sentenced to indentured servitude. Polygamy and polyandry are legal in Sudenia, but only for the nobility
Grossee:
Quick n' Dirty: Pirate Island.
The island of Grossee lies off the north eastern coast of Aquila. It is an independent duchy, and the ruling Duke is little more than a figurehead for the various independent merchant princes. The princes are the heads of rich and powerful noble houses, each with their own fleet of ships and marines, acting as Grossee’s unofficial army and navy. Grossee has the most advanced ships in Nowalde, due in no small part to the fierce rivalry between the merchant princes. Grossee is the smallest of the various kingdoms and duchies, yet is one of the richest, due to their domination of seaborne trade. Unofficially, Grossee is a haven for pirates and smugglers, who pay tribute to the princes for protection. Grossee is a slave state, but does not have the demand for slaves that Aquila has, and slaves tend to be craftsmen and skilled workers, and thus enjoy better treatment and rights than slaves in other nations.
Falken:
Quick n' Dirty: Democracy- similar to historical Athens, perhaps?
Falken is the only known democracy in Nowalde. Falken was the western-most duchy of the Aquilan Empire, maintaining the frontier. As a result, the people of Falken are rugged, independent, and self-sufficient. Falken is ruled by a king in name, but the elected mayors--called archons--act as lawmakers, judges, and militia leaders. The people of Falken are natural explorers and hunters, and every able-bodied citizen is expected to act as militia, ready to fight when the Archons call. Laws and major decisions are made in town-hall meetings. Every citizen has a vote, and the Archons adjudicate and act as tie-breakers. During times of war, the King takes command of the militia until peace is declared. At all times, the King has a corps of rangers, all volunteers, who serve as a standing army to patrol the borders and assist the Archons when needed. The only true city is the capitol, Falkenstad, a walled town built around the old ducal castle keep. Most other settlements are fortified villages, surrounded by independent homesteads. The most remote of the settlements is Fort Obelus.
Slavery is illegal in Falken. The standard punishment for most crimes is public flogging, administered by deputies appointed by the Archons. Capitol crimes are punished by hanging.
Cumbria:
Quick n' Dirty: The Frontier and somewhat Orcish lands.
A vast northern wilderness, named by the Aquilans for their first and only colony placed there, Fort Cumber. Cumbria was once considered orc-territory, but presently Cumbria is populated by both men and orcs living in mixed tribes of both races. The various Cumbrian tribes are at an almost constant state of war, and as such live a very austere existence. Most of the tribes live by fishing, whaling, and hunting, but many live by raiding their neighbors. Cumbria is called, by those who live there, Valengard, and the general word for native men and orcs is Valir, meaning ‘brave’ in the pidgin Orcish/Aquilan that many of the tribes speak. Cumbria has no central government, although some of the tribes are larger and stronger than the others. The Corwin tribe is the largest, ruling two coastal towns that rival the more civilized cities of the south in size and sophistication, Beogard and Novgard. Unusual for Cumbria, the Corwin are exclusively human, shunning or enslaving other races, including those humans they deem as ‘weak’. About a third of the population of the Corwin tribe is made up of slaves.
Nisstad:
Quick n' Dirty: Dwarven homelands.
The homeland of the dwarves, the city-state of Nisstad is all that remains of the once great Dwarven Empire. Built on the tallest peaks of the Appalian Mountains, it is a nearly unassailable fortress. The dwarves have mines and tunnels that run deep into the mountains, as they have delved over the centuries looking for precious ore. Nisstad is ruled by a hereditary king. Slavery, while not illegal, is uncommon in Nisstad, as there are few farms, and dwarves generally derive food from trade. Each dwarven citizen is free to come and go as they please.
Slyvania:
Quick n' Dirty: Elven homelands. Extremely hostile to non-elf outsiders.
Sylvania is a vast western forest inhabited by the wood elves. Its borders are closed to any and all outsiders, and those who do not respect wood elf privacy rarely live to tell about it. As such, little is known about this secretive kingdom, other than that it is a matriarchy ruled by a Queen.
Other Lands:
Most of the world is unexplored by humanity, but other kingdoms are rumored to exist. A range of islands in the Southern Sea, known as the Rabban Islands, are the site of several ruined Aquilan colonies. The colonies failed due to rampant disease and attacks by native goblinoids and halflings.
Another continent exists south of the islands, but it is extremely hostile and unexplored.
----------
Episode 1: Welcome to the Party
The scene opens on the city of Einstad, evening, in a festive mood, as part of a week-long, spring celebration of the goddess of love, Agape. The day is one of feasting and celebration. There are massive amounts of food and drink (by donation and free to the public), as well as music and a general atmosphere of jubilation. As the evening progresses, the festivities are interrupted by the arrival of bloodied horsemen. After a couple tense moments, they reveal that they are the neighboring Lord Hedwig and some of his horsemen, in search of escaped slaves- slaves responsible for the murder of two of his men. (Side note: Slavery is legal in Aquila, however, Lord Reinhart of Einstad is against it, and therefore allows no slaves in the area of his jurisdiction.)
Lord Hedwig demands to be allowed to search the town, but Heinrich, Lord Reinheart's eldest son, insists that they delay the search until the morning, promising men of his own to help find and capture the slaves. Hedwig isn't happy about it, but eventually consents. He and his horsemen sleep the night in the stables. The next day, a group is banded together to go help track down the slaves. As the group is being pulled together, the Grosbrud overhears one of Hedwig's men say something like "Yeah, well, I don't want everyone to know- so I've got to get to the slaves first- and shut them up."
Meanwhile the rest of the team is cobbled together through a combination of request and volunteering. Viktor offers to go along, as a member of the Reinhart family, Karla volunteers to heal/aid and generally play peacemaker, the Grosbrud goes as enforcement, Mathias attends in the capacity of the court wizard, the Druid comes along to help track the slaves' movements, and the Monk attends as well. The Smith (my character) is brought along to fasten the chains, but Hedwig balks at her, asking why they're bringing a half-elf along. Mathias explains that she can use the manacles, and eventually, Hedwig allows her to come. (Side note: Half-elves are viewed with extreme prejudice. The elves in this campaign are "wild savages," so I, as a half-elf, am highly distrusted- by those who don't know me, at least.) The team garners horses (except the monk, who borrows a donkey) and sets off with Hedwig's men.
Eventually the trail leads us to the orchard and farm of a local man (Tyman the Lucky). The farm, however, looks deserted, even though it is of a season that there should be people tending it. Cautiously, we make our way to the farmer's house, and Viktor and Karla approach the house and knock on the door. Where there is no answer (despite the noises within detected by perception checks), Viktor loudly asks the family to answer the door, and to give up the slaves if they are harboring them. There is a pause, then a man we recognize as the farmer cracks the door and says, "No, there are no slaves here. Please just go." At this, several members of the party come to the same conclusion- the slaves are in the house, but that the family is being held hostage. So, we retreat beyond the tree line, excepting the stealthy Monk and Druid. As we wait, Viktor informs/tells the assembled people of the adventuring party (excluding Hedwig and his men) that he intends to see that all the slaves make it to Einstad safely, and expects his father to take over from there. Viktor asks us to do what we can to make sure this happens. Here he speaks directly at me- the half-elf, and tells me that he will speak for me, should something happen.
Soon enough, five poorly dressed individuals emerge from the house. There are two elves, an orc, and two half-orcs. The elves seem to be brother and sister, and the female is in terrible shape. She is distressed, beaten, and struggles to walk. The male elf carried a machete (it is apparent that it is a farm tool being brandished now as a weapon.) The orc/half-orcs were muscular, but unarmed.
Our party springs into action, riding up swiftly, even as the slaves start to run. The Druid wisely throws out an entangle spell and ensnares the slaves before they can come to harm or escape. Meanwhile, I place myself and my horse in between Hedwig's men and the slaves, feigning ignorance and playing up the "dumb half-breed." Unfortunately, my bluff fails. Fortunately, the maneuver works. For the most part, that is. One of Hedwig's men slips by me, and still rushes towards the slaves. The Grosbrod manages to cut him off though, so the slaves come to no harm under our watch. Viktor promises their safe transport to jail, where they will be tried, but states that there will be no punishment of slaves on his father's lands. At this, the male elf commands the party of slaves (in orcish) to relent, and we take them all into custody. Karla, the cleric, examines (and heals) the injured woman and confirms what she and I had imagined had happened to her. Wisely, Karla suggests that the female elf ride with her.
On the return trip, our team quietly informs the others of the story, as pieced together on our own and with the help of the male elf. The woman is his sister, and she was being raped by several men when he came to her rescue. He killed the others, but one got away. You guessed it- the same man from the horsebarn, and the same man who had to be corralled from reaching the slaves at the orchard. The orc and half-orcs had helped the elves escape, but killed no one. (Although they did speak in Orcish on the way back; one mentioned he could snap the neck of his guard- the other told him to just be patient and see what would happen. Both Mathias and I understood them, but neither of us revealed it to them.)
We were all troubled by this news. We didn't confer about it much, but we each questioned the morality of it and tried to remember the details of Aquilan law (knowledge checks) to decipher what would happen to the slaves. My opinion was that (unfortunately) they would all be returned to Hedwig's custody, and that the male elf would be killed. However, it was my hope that we would somehow incite Hedwig to punish his man, Edward, even if just for mistreating property and inciting the slaves to revolt.
What really happened is oh-so-much more dramatic.
As I passed my thoughts on to Mathias, to pass on to Hedwig (who wouldn't let a half-elf save him from drowning, let alone take advice from one), Lord Reinhart ascertained the situation and offered to buy all of the slaves from Hedwig. Hedwig thought about it, and said he'd sell, but at triple the going rate (100 gold, so 300 a head) and with the exception of the male elf and one of the half-orcs. The elf would be killed for murder, and the half-orc as a lesson to the other slaves. This didn't sit well with Reinhart, but it seemed all he could do. That is, of course, until the Grosbrud spoke to him and told him the whole story. At this point, Viktor and Mathias were speaking to Hedwig, telling him the whole story in an effort to soften his heart or at least get Edward punished. Not too much later, Reinhart called a public meeting, outfitted in his own Grosbrud armor, and told Hedwig that he would still buy the slaves, at the going rate. Of course, the fact that he did so while throwing a leather pouch full of gold at Hedwig's breastplate didn't really make the atmosphere friendly. Further, Edward was taken into custody for trial. Hedwig, understandably, is rather incensed and retorts that he will be speaking to the king about the whole incident. The he and his remaining men leave town.
The game ended on this note, but we have since had a little action via email, discussing with each other the results of Lord Reinhart's verdict and actions. My character, as an apprentice smith, has seen an increase in the arms and armor at the forge, and called the others together after hearing rumors of war. We aren't exactly split on the matter, but we are deciding now if we should try to help resolve the matter with peaceful negotiations, if we should defend our Lord's position entirely, and with arms, or (basically) start a civil war and insist that slavery be outlawed in ALL of Aquila, not just Einstad.
And thanks to Stephen for inspiring me with this:
http://www.giantitp.com/forums/showthread.php?t=116836