The GROUP backstory Plot in Faerun | World Anvil

The GROUP backstory

The story begins not here, but in your backstories for you individual characters, which are kept private, and you can access on the campaign homescreen.   The saga unfolds in the group backstory, prior to Episode One:   Noah-As you approach the great city of Sundabar, Alayna prepares a list of supplies for you to procure. She says she has business in the noble district, and will meet back up with you the next morning at the Smiling Dryad Inn. She hands you a pouch of gold coins, “use this for the room, supplies, and whatever wine you can drink and food you can eat. For the road ahead will be exhausting, and you will need your rest and strength.” In the darkness of early morning, Alayna wakes you in your room. You have no idea how she knew which one was yours. She whispers to you, “time to go,” and heads back downstairs. You get back to the cart at the western stables, as the sun breaks the turnstone Pass to the east.   Gorgar-You arrive at the western stables in the morning. Alayna waves you over to the horse drawn wagon she is sitting in. “Get in the back my dear, we are off at once.” She slumps down, “wait-you get up here,” and she rolls into the back, pulling her cloak over her. “Gorgar Noah, Noah Gorgar. Make for Silverymoon Noah, and wake me if we have any company.”   Both-You travel to Silverymoon, resupply and travel west, overland, through the rugged frontier, keeping your distance from the Evermoors and the Lurkwood. After two months of travel, enduring rough conditions, and the constant danger of orc or Uthgardt raiders, you finally reach the Long Road. It is a welcome sight, as you see one of the common patrols sweeping south along the road, clearing it of danger. You follow the road north, to Mirabar. There you resupply, take much needed rest and relaxation, and have your weapons and armor looked after. Alayna receives news of a band of Harpers headed west, to the Black Raven River. They kept to themselves, and did not share much information, save that they lost their leader, and most of the company. The small group was being led by a woman who called herself Minaz. Alayna’s second was Minaz; the group is what is left of her company. Finally close to finding them, she hurries you to the west. Just as the Black Raven River comes into view in the distance, a flaming arrow is shot into the air; it falls with a whistle. Alayna recognizes this as a distress call from a Harper. She whips the horses on and steers them in the direction of the arrow. “Prepare yourselves for battle!” She yells in a harsh voice. As you reach the river you see a large battle raging on the banks.   Limp Dick-You race through the steppe to the Black Raven River, and follow it south as quickly as you can. You make it a full 24 hours without a single trace of anything living around you. Exhausted, you make camp.   Rapid Shadow-Having left your home of Corm Orp, you took to the North, bouncing from town to town, until you finally discovered that there was no further north to go. You were informed of this in a town called Mirabar, apparently this is some kind of mining and trade town. You are looked upon with curiousity, same as with most places in the North. One fairly rude fellow at the pub tells you that Luskan, the City of Sails, is the best place to start anew-especially for a half man. Just watch out on the main road, it is teeming with orcs, goblins, and foul creatures-best stay overland, off the roads. Having had enough of the rude people of Mirabar, you’ve struck west, keeping well north of the main road. You finally came across a large lake, which, upon further examination, appears to be a chain of lakes heading up a river. The water is freezing, but there seems to be a lot of fish. Having lost track of the main road, and getting turned around in the endless bends of the river and lake system, your only sense of direction are the mountains to the north. Though it is summer, you are freezing, and food is becoming harder to find. Finally, in a rage of frustration you fall into the lake while trying to recover a fish trap. You are now drenched, it is freezing, and the sun is setting…in a panic you race toward the mountains, as it is the only bearings you can seem to keep. You have never been so cold in your life; how can people live here? You are very worried you my freeze to death out here, alone. Suddenly, you notice a flicker in the distance…. you pause….and then see flames? Yes-it is! A fire! A camp! You run with wild abandon to the welcome sight.   Limp Dick-your dinner is interrupted as a small child falls to the ground out of the darkness-landing on the edge of the fire you made. You have no idea how he snuck up on you-you have incredible hearing and are never caught off guard like this. You reach instinctively for your axe. The child looks up and you see it is not a child but a man. A half-sized man? His cloak is steaming and putting out your fire. He mumbles, “Mask help me,” stuttering, or shivering. His head drops, and he loses consciousness. You are unsure what to do, surely this little thing cannot bring you harm…you decide to bundle him up for the night and figure it out in the morning. As you drift off you remember a folk tale of those who caught half men, and they were rewarded with gold and treasure from the creature. Perhaps your luck has changed?   Rapid Shadow-You awake to the awful stench of something foul. You are moving…no being carried? You open your eyes and find yourself in some kind of backpack, being carried by a colossus of a man. You scream, and deftly spring loose. After an interesting conversation you both decide to work together, you being the map, and he the brains; he being the fierce and powerful warrior. Being the brains, you decide you should both head to Luskan, as there is treasure and adventure awaiting on the many ships. Your fortune grows, as you have come across a group of Harpers. You recognize their sigil, as you initially left Corm Orp with a band of Harpers. You introduce yourself, and your barbarian friend (you still can’t seem get the name right). They tell you they have lost most of their company, but are on the trail of a powerful mage, though the trail has now grown empty. They allow you to camp with them for the night, and for the most part you keep to yourselves. The next afternoon, you prepare to break camp. The Harpers say they will head deeper in the mountains, and you are welcome to join. You say, “thank you for your hospitality, and your offer, but we are headed to Luskan-“You are cut off, “Luskan?!” He exclaims; he looks completely confused…and then bellows a huge laugh, “oh you are a funny one half-man.” Suddenly the world is drowned in fire, and a force knocks you to your back, heat searing your face. The Harpers take up their weapons and begin firing arrows up the river. There is shouting and chaos everywhere. You hear dogs barking in the distance, and now horses behind you. Limp Dick pulls you to your feet. A horse cart comes to a crashing halt next to you; a woman has jumped from the cart before it even stopped. She rolls and finds herself upright and running full speed toward the enemies.   All-A massive battle ensues, many of the Harpers falling during the fight. Powerful magics are being hurled forth by a mage in the distance. For the most part you are on the edge of the melee. Finally, after the orcs are mostly all dead, along with their war dogs, the mage explodes in a flash of light and has disappeared. “NO!” Yells Alayna, and she races to the spot the mage once stood. You look about the smoldering remains of this camp. Only two still stand. A severely injured woman, and another who seems unscathed. They seem to think you are with them, so they fall down and began dressing their wounds and looking for survivors. By nightfall the dead have been buried in a cairn, and you shakily feast on dinner. Alayna breaks the silence, “I have to get to Longsaddle at once with Minaz. We will travel overland on foot, until we can procure some horses. Gorgar and Noah, you must take Moth to Luskan. Her injuries are too severe to double back for Mirabar. Take these two with you, they seem to be useful. But beware, anyone not human is in danger of being killed in Luskan, it is not a safe place for you half-man. You and Moth should wait outside the southern gate, at the Goldrun Farm. They are friends of the Harpers. You-elf, you carry the look of a human, but your mannerisms and that necklace betray your lineage. Better that you stay at the farm as well. Your barbarian friend has an odd look about him, but as I said humans are welcome there. Gorgar, take him with you into the city, and look for a healer in the Temple of Tempus. It is called the Hall of Warriors. When you enter through the south gate, you will find yourself on the Reaver’s Run. Do not take it, instead follow the city wall to the southwest, turning northwest on Aldever’s Street. You will see the temple there. Do NOT say you are with the Harpers or you will be run through on the spot. You are northmen from the Ice Lakes, and have come in search of a healer after an orc raid. Find Cronus there, he knows me, and will help you. Should things go badly, find your way to the south end of Dalath’s Span-a bridge over the river Mirar. Do not be obvious, but you will see our mark under a window. Knock on the door and show this.” She hands you a bronze seal with the mark of the Harpers. “It is a Harper safe house, and they will know what to do.” She does not wait for morning, and is off at once with Minaz.   Luskan You successfully find the Goldrun Farm, and Rapid Shadow, Noah, and Moth all stay behind here. Gorgar and Limp Dick travel the remaining mile to town alone. You all decide to leave the cart at the farm, in case you need a quick getaway. Gorgar is reluctant to leave his only “friend,” Rapid Shadow behind. You all agree on a plan of action. It is now morning. If the two have not returned by noon, a rescue will be started. Noah, having travelled so far with Gorgar, and becoming acquainted, says he can use a spell to scry on her location. It can take hours to cast, so he will begin shortly after noon should they not make it back. Once his spell finds your location, they can both slip into town and extract you.   Gorgar and Limp Dick-You make your way into the bustling city. It is awash with drunkards, and the city guards seem not to be too concerned with what is going on around them. Suddenly, Gorgar, you realize it is the first day of Shieldmeet, the midsummer festival celebrated throughout Faerun every four years. The first day is the standard midsummer’s day, and the next is the equivalent of a leap day, and it is called Shieldmeet. Encouraged by this ambivalence, you make your way to the temple which is easy to find. You knock on the mighty doors, as they are closed and locked. A curmudgeon of a man opens the door, “begone with you, have your ale elsewhere.” You try to persuade him to either let you in, or have Cronus come to the door. “There is no-one here with such a name-now be gone!” He screeches rudely; as this transpires you notice a group of 30 or more warriors have made their way behind you in the street, lining up in formation and looking right at you. You both stand there, unsure how to respond. Another warrior appears from the crowd, approaches you both, stops just short, turns to the group and yells, “Men! Raise your spears in honor of Tempus!” They all do so in unison, bellowing as one. They all take to a knee and lower their heads. Once you realize they are not here for you, you two slowly walk away as casually as possible. “You there,” again yells the leader. You both keep walking, not looking back. “Halt!” a spear finds the ground just in front of Limp Dick’s foot. It came from a warrior on his knee. The captain walks over and spins you around. “You’re no man; too strong, and too ugly!” With that the entire company stands and readies their spears. Limp Dick is bound and Gorgar is treated rudely and pushed to the side. Limp Dick is led down the road further into the city, and you find yourself in some kind of city square. There is a hastily constructed gallows standing in the middle, with several makeshift cages around it in a circle. From the look and smell of things they have been hanging people all day. Watching from the alley, Gorgar sees Limp Dick knocked unconscious. He is stripped of all belongings and clothes. He is then rolled into a cage, which is slammed shut behind him. Gorgar waits for reinforcements, remembering the plan, but none come. Before you know it, the sun has set. You do not want to leave; they are still hanging people, and the crowd is growing. You spend the night in the alley, watching the drunken mob cheer on the endless line of prisoners hung for their amusement. The morning comes, and you see limp dick stir in the cage. He cannot seem to break free of the cage, as if it is magically protected, or has unnatural strength. The day goes on; still no sign of your friends. As the day runs late, you see Limp Dick clubbed over the head to keep him docile, he is covered in the muck of death and mud. He is led out and pushed into the back of the line.     Zirkin, Thondar, and Rody- You have made your way to the outskirts of Luskan. You arrive on horseback, each of you on a fine light horse. Rody signals to you, “we should make contact with Seamus at the Goldrun Farm. He is no fan of the Arcane Brotherhood, or the High Captains. He will know how to best get this to Kurth. The Shieldmeet is beginning today, the town will be more unhinged than normal, which is saying something for such savages.” You ride up to the farm and dismount. A tall and thin man approaches, Rody identifies himself only as “Rody, a huntsman from the south. My friends and I carry an urgent missive for the High Captain Kurth.” The farmer asks you to produce the document, and you do so. The man looks about briefly, “come inside, friend.” Once inside you see an elderly woman busily cooking. At a large table sit a halfling and a half elf. They look up to you with interest, hands moving to their weapons slowly. “We are all friends here, calm yourselves and join me for some tea.” He sits at the table, and drops down a large plate of biscuits. You all meet each other, and learn briefly of the business you all have here. Rody shakes his head and speaks, “I only wish we travelled in the company of a cleric who could help your friend.” The Harpers are a noble group, and once this missive is delivered to Kurth, I shall to all I can to help your friend. For now, I only have this potion,” he hands it over to Moth, who has barely regained consciousness. She smells it and wretches; then downs the entire thing. She immediately looks relieved, and stands up shakily. “Thanks to you, friend. The Harpers owe you a debt of gratitude.” The farmer turns to Rody and speaks, “Sir, you had best get to town quickly, before things get out of hand there. Kurth is most certainly in his tower, on Closeguard Island; approaching his tower will just get you killed. It is still early in the day. Go to the Seven Sails Inn, two blocks east of the Needle, a giant watertower on the Setting Sun Street. Avoid the Market; especially the Prisoner’s Carnival. The Arcane Brotherhood have sponsored public executions throughout the Shieldmeet there. Here, just take this,” he hands Rody a map of Luskan. “Just return it when you leave. Once you get to the Inn, find Captain Olly "Grog Swiller" MacGregor. Tell him you have business with the Blackdog, and need to see that Kurth receives this letter. He may demand high payment, but he will deliver your message.” “Should we go with them?” Rapid Shadow asks Noah. “It is almost noon, and nothing?” “I’m sorry friend, we cannot be seen with you in the city.” Responds Rody abruptly. Moth breaks her silence, “Noah, cast your spell; I will go with you both, and we will get them out.” Rody offers, “give me their descriptions and I will watch for them. Once this is delivered by Zirkin I will find your friends.” With your business concluded you head into town. The crowds are clearly gathering already. You make your way to mid-town and cut north to find the Inn. You get there without event, and get a table-they are going fast. Rody says, “I am good with people, I’ll ask the bartender for the captain.” He does so, and returns with three ales. “The Captain is not yet here, but will be sometime today. Apparently, his ship is being searched at the Dragon Beach.” You spend the afternoon waiting around, until finally, as twilight nears, what must be the Captain crashes through the main door. “Ale. NOW!” He yells to the bar wench. He moves to the largest table and pushes a woman off her chair. His men follow suit, and the displaced patrons quickly leave. The Captain drains all of the leftover ale at the table and swears…a lot. “On second thought, maybe you’d like to handle this?” Rody turns to Zirkin. “I jest.” Rody gets up, grabs a tray of ale from the bartop, and drops some gold on the bar. He brings the tray over to the Captain’s men, sets it on the table in front of Captain “Grog Swiller.” The captain looks up, and lets out a roar of a laugh. “Well, aren’t you the ugliest ale wench this side of Mirabar!” He slaps Rody in the ass, and his men return the laughter. “I am here on business with the Blackdog.” Rody says flatly, remaining stoic. With that, the Captain looks immediately upset, “Bane’s wrath you bloody bastard; I’ve just gotten to port, the customs bastards cleaned me out, and now I have your pretty face throwing problems at me already!” He spits tobacco on the floor. “Come back tomorrow, I’ll help you then.” Rody begins to speak, and the Captain slams a huge dagger on the table, just between Rody’s fingers. “TOMORROW-or my men will eat you instead of this chicken!” Rody nods, “tomorrow then, at midday. There is gold in this for you-more than enough to offset today’s losses.” You all get a room and retire for the night; the “Grog Swiller” and his men keep you up for most of it. At midday, you return to the main floor and grab the same table. The captain shows, and you negotiate delivery of the letter. The Captain says he will remain here until his courier returns, confirming delivery. As Rody’s purse seems to be covering his drinks, he is eager to remain at the Inn. By midday everyone else is drunk, save a tall black-haired man, who asks if you’d like to roll the bones with him to pass the time. You agree, and he orders mead for you all from the bar wench. He speaks little, taking in more conversation than he offers. He seems to have an interest in what you have to say, but little to offer himself. He tells you he is off to a far away land, to seek wisdom…. from whence it can be found. His accent is strange and difficult to follow.   Noah and Rapid Shadow- After the others leave, Noah gathers his belongings and heads to a large puddle far out in the field, north of the farmhouse below the tree line. Here he builds his meditation circle in preparation for his Reflecting Pool spell. Rapid shadow remains in the house with Moth. Minutes later the door smashes open. Several armed men race into the room, holding you all fast at sword point. The leader follows briskly. “In the name of the High Captains I’m seizing this farm to quarter my men.” The farmer does not move or respond. “Do not be troubled, we shall be brief.” You are all wildly outnumbered, and decide it is best to wait and observe. From what you can gather, they are worried about a large patrol of orcs seen on horseback this morning, somewhere to the east. Scouts have been sent, and they await their return. Hours pass, and Noah has not returned. By nightfall, you and Moth can only assume Noah saw them coming and is waiting it out, or risked going to the city? Reluctantly you wait until morning, and still nothing. More troops arrive. As they eat the farmer’s food, with none of the proper respect, you overhear one say, “you should see the size of the one we dragged in last night-he’ll likely break the gallows!” The soldier laughs “It’s the strangest, he looks orcish, but speaks in Uthgardt accent? Either way, he’s probably hanging from the gallows as we speak…. the money spent by the High Captains has greatly improved morale in the city!” You immediately know he is speaking of Limp Dick. You turn to Moth with a panicked look. “We’ve spotted them; they are upon us!” suddenly someone yells from outside the farmhouse. The soldiers all rush out dropping everything but their weapons. Moth whispers, “NOW, go!” And pushes you towards the door, grabbing your backpacks. The bright sun blinds you for a moment, and you see the men riding off disorganized to the east. “To town, run!” yells Moth. You both run half way to town before stopping to catch your breath.
Plot type
Main Party Backstory
Parent Plot

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