It is the 79th year of the 6th Era, Serranak. You are an agent of the Unfettered: a radical, underground paramilitary faction of abolitionists. A growing and effective force, the Unfettered seek to cull the plague of slavers and raiders prominent throughout Serranak — as well as the systems that engender such cruel groups to form. You serve under the careful leadership of primarily elvish origin, though the ranks consist of a myriad of folk from many backgrounds. With a headquarters in the ancestral elvish city Vyridis, you travel throughout Serranak undertaking orders to spy, disrupt, and report back. The Unfettered is well-funded by sympathetic yet foreign forces, and as a result has a loose network of volunteers at scattered, secret outposts in the form of taverns or farms.
Your reasons for joining the Unfettered are your own. Perhaps you've lost loved ones to slavers or raiders, and vowed to enact change. Perhaps you've been victim yourself to the ruthless regime at the Kelbis Mines, known as the Hole. Perhaps instead you seek this moral cause to atone for your own misdeeds. Whatever the reason, you have found a close-knit group with fire in their hearts who fight for freedom, equality, and self-determination — and you've sworn to stand beside them.
It is the 79th year of the 6th Era, Serranak. The Kelbis Mines, known colloquially as The Hole, are ran by a shadowy collective of government officials from the city itself. The Hole serves as the one-stop shop for authorities in the Ghrystbehn, or Ghryst Trade Confederacy, to dump off criminals -- whether dangerous or dissenting in nature -- as well as a frequent customer of the slavers plaguing Beredin Steppe and the Nilam.
The prisoners, whether career criminals, political dissenters, innocent slaves, or other unlucky individuals who have found themselves in the Hole, are treated to a life of misery. Newcomers are quickly thrown into the permanent cycle of frequent beatings, forced labor, poor rations, and unchecked violence between another. If only to exacerbate the mistreatment of the prisoners, tales of strange experiments sanctioned by Kelbis or foreign governments have made rounds. On top of that, hushed stories have spread through the Hole of a few murders by the watchmen who are supposed to oversee.
Your life’s tale is meaningless in a place like this. Innocent, guilty, undeserving or otherwise, no mortal deserves such treatment. It was only this week that whispered thoughts reached you, foretelling a riot against the recent string of murders by the guards. You have heard that some mean to escape this time. You mean to join them. Are you broken, beyond redeeming, too weak to free your bonds? Time will tell.
Nestled in the center of the Serranak region, just north of Beredin Steppe and south of the Ghryst, lies Kelbis -- a city of orcish origin but with heavy dwarvish influence. With part of the city being at the northern foothills of a large mountain, the majority of Kelbis’ infrastructure lies within the grottos and caverns both artificial and natural in creation. The populous is mostly a spread of orcs and dwarves, with small pockets of humans or elves in tightly-knit and usually poor districts within.
At some point in Kelbis’ history, the mining operations became controlled by a group of private individuals and companies, and now these business-oriented heads are part of the overall ruling class. The Mines bring much wealth to the citizens of Kelbis, and the wanton cruelty of the neighboring prisoners is lost on these denizens in favor of a lifestyle that feels comfortable and safe.
The Mines themselves are quite expansive, with separate wings for housing of the prisoners, mess halls, several barracks, and the shafts themselves. To keep up with the large number of prisoners handled, the Kelbis Mines employs a large force of watchmen and management behind the operations.
You are a prisoner of the Kelbis Mines, brought there either recently or many moons ago. Your origin is likely to be from Serranak or Northern Serran-- though you do not have to be born there.
The plurality of prisoners are criminals handed over from cities in the Ghrystbehn. Of this segment, many are truly dangerous criminals who have committed deeds that were too offensive for a fee or weregild. Among the crimes of this group, murder is common, as is grand larceny and treason. However, political dissidents, critical of the leadership in Razak or other major cities, have been known to find themselves sold to the Hole for their efforts.
Also common in the Hole are slaves, taken from raiders and slavers in the Beredin Steppe and Northern Serran. Typically these are people who live in the low-population and sparse settlements on the frontier, or shipped over from Shivan and the Bay of Chains. Many among this group are orcish and elvish, but humans and dwarves aren’t safe from being enslaved either.
In summation, the players will be criminals, dissenters, or slaves. If you have an idea that seems tangential to what I’ve laid out here, run it past me ahead of time.
As far as language go, I am not specifying a single language as required. Serranak is a melting pot and there exist a myriad of languages used by the citizens there, including Kurnish, Dwarven, Elven, Imardanian, Modern Serran, among others. Specifically in Kelbis, Kurnish and Dwarven are common, with some speaking Modern Serran and Imardanian. Language intersections and barriers are something that are an interesting part of this region and -- depending on language choices by players -- may serve as literary devices in this campaign.
A Day in the Life
After this, the Watchers shuffle prisoners out of the Cell Wing and toward the staging area at the mouth of the mines themselves. Fitted with a canteen, a pick, and torches, this time of day is heavily guarded by Watchers. Once the outfitting is done, the mining assignments are given by Pabos Filli, one of the hands-on staff members hired by the Board. The groups ranging from a half dozen to two dozen are escorted down the heavy stone switchbacks into the Plaza below, where the cavern branches off into many different paths.
Once at the Plaza, the Watchers send the groups toward their respective assignments for the day where they go to mine ore, make progress on new tunnels, or do other menial labor. Oftentimes a prisoner will be on hauling duty,
where a caravan of laborers pushing wheelbarrows will be sent with a fwe Watchers toward places that expect to have ore mined that day. This process goes on for several hours into the afternoon, when work is dismissed. This is usually done by the Last Call, when the final wheelbarrow caravans make their way through and let the groups know it is time to head back up.
Returning their equipment, the prisoners are sent back to their cells where they are fed their second and final meal for the night. There is no socialization period or free time. The prisoners are locked in the Cell Wing in their respective cells until morning.
In general, this persists without end. Occasionally when a prisoner breaks an infraction or is injured, they might be taken to the Watcher's Wing or the Infirmary respectively. You've seen some people taken during the evening out of their blocks for this reason, though some speculate that there is more going on than just punitive measures.
Level 3
Stats: 25pt buy. (rather than 4e's default 22)
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.).
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed.
Background: +2 to a skill or add a language.
Equipment: Mundane armor, and up to two mundane weapons. 50 gp to spend on additional gear or equipment, but you may only keep up to 10 gp on-hand.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). Also, if after class selection (and prior to race, feat, theme, etc. selection) you possess fewer than 4 trained skills, train as many as it takes to get to 4.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn’t have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Grystok will be the required campaign-specific language. If by (mechanical) race or some other means you are granted a language other than Grystok, pick one language from this list instead, even if you would normally have no choice in the matter (such as elves receiving Elven).
Hybrids: You will be allowed to take the feat "Hybrid Talent" as many times as you like as a hybrid character. Most hybrids are incredibly sub-par, and it allows for some really interesting combinations if you look hard enough. The CB does not allow for this option by default, though, so you will need to house-rule it and keep track of the benefits manually.
Languages
Common - Common is a lingua franca in this world. Most people know at least some of the common tongue, and many speak it fluently, but it is not the primary language of any nation. People who only know Common are typically sailors, or other people who have spent most of their life traveling rather than in one place.
Tulrissian – The national language of Tulrisse, a primarily human agricultural-based kingdom.
(Modern) Serran – The primary language spoken by the small kingdoms of an expansive arid region known as the Serran Desert, which consist mostly of humans and orcs.
Old Serran - The language spoken in the old, now-collapsed Serran Kingdom. Very few people still speak it with any amount of regularity except for the priests and priestess of the Serran gods and the Tenants, who need to know it for many old texts.
Imardanian – The national language of the Imardanian thalassocracy, a naval nation bent on spreading its monotheistic religion to all of Voreld whether people want it or not. It is a very diverse nation, but humans still make up the majority.
Kurnish – The language of the orc tribes of Kurnhuelde, a varied region consisting of taiga, tundra, and more moderate biomes on the Kurnish Peninsula.
Andorian – A language that developed in the Andorian peninsula after it was settled by the Andor dwarves and became a prominent location in Voreld. It was originally a strange mix of Dwarven and Tulrissian, but has since grown into a distinct language of its own.
Dwarven – The common language of the many dwarf kingdoms that occupy the mountains that run down the center of Voreld.
Elven – A catch-all term in Voreld for any of the many distinct dialects spoken by the elf natives of Quellam, a continent to the east.
Gleiosian - A language spoken primarily on Gleios and the surrounding smaller islands it influences.
Brennisian - A language that originated on the Isle of Brennis, but spread after the small nation conquered a large region of the archipelago. It has since become much less prevalent than it once was.
Ghian - A language originating on Ghia, and spreading with its culture to the smaller nearby islands.
Chathran - A language spoken primarily on Chathra and Cianthum
Okani - A language spoken by the people of Mai'okon and the surrounding small islands under its influence.
Kawani - A language spoken by the native peoples of Mai'kawa, the island now known as D'armon. It was once a major language spoken by a regional power, but is now restricted to inland tribes descended from the old kingdom's inhabitants who fled to the mountains when the invasion forces arrived.
Vishan - An odd language that evolved from from both Ghian and Chathran, spoken on the islands of Visha
From Buried Cells to Blue Skies
Day 1
Day 2
Day 3
Outside, a guard finds the group and is suspicious. Josie mauls him in her wolf--form and makes him promise not to inform on them. Durnom makes for Kelbis, offering work in the future. The group moves on and camps on a nearby hill.
The Trek to Razak
Day 4
Cassandra's group is attacked by Kavox Pruul, and Bazros is killed. She finds the others, who engage Kavox. He and his ally are killed, while one gets away. They take the two horses and Pruul's body, and bring the carts back to Renelaus for payment.
At the inn, Korgul appears to have gone into a frenzy and escaped. After gearing up and buying supplies, they head north and camp.
Day 5
Velasco hears word of Kavox Pruul's body on a horse, and seeks the group out. After initially getting talked off, he follows the group for a few hours and reveals he is part of the Unfettered. Josie and the others allow him to join them to Vyridis. Together, the group makes camp.
Day 6
At the Roughsaddle, Velasco woos Lin the bartender while Josie finds herself in a serendipitous orgy with Cassandra. Together, the group meets Mazcoa, the caravan leader, and they agree to meet in the morning.
Hadibair and Back
Day 7
Day 8
Day 9
Day 10
Velasco sends a coded message by post to the Unfettered. Josie and Tuya visit an herbalist, who gives information about Reza Reza, a dwarven-based slaver gang that may have done the hit on Valdurn. The group regroups at a tavern, rooms comped by Velasco.
Day 11
Day 12
Day 13
To Vyridis
Day 14
Day 15
Active PCs
Alerio Zavala, the Vigilante of El-Unod | Deva Warpriest (Leader), played by Scratcherclaw
Josie, the Amkharan Abolitionist | Elf Druid (Controller), played by TheWalrus42
Velasco Vasquez, the Blood Cursed | Vryloka Hexblade (Striker), played by FinalTemplar
Atrix Setryanil, Slaver Hunting Storm Sorcerer | Dragonborn Sorcerer (Striker), played by Namelessjake
Gladia Starcrest, the Serpent's Light | Dragonborn Fighter|Warlord (Defender|Leader), played by KupoTheMagus
Pōhaku Kāhea ʻo Gore | Minotaur Berserker (Defender), played by Chanchabruhh
Hadrurus | Longtooth Shifter Runepriest|Warlord (Leader), played by BartNL
2x Strikers
2.5x Leader
1x Controller
1.5x Defenders
----------------
7 PCs total
Inactive PCs
Rajanikant Bhukar, the Shadow of Vengeance | Drow Hexblade (Striker), played by Pashalik
Shakumon, Exiled of Kresh Varduuz | Goliath Warden (Defender), played by AndItsAllGone
Korgul the Might | Half-Orc Fighter (Defender), played by Scarpel24
Cassandra Nalar | Dragonborn Elementalist (Striker), played by Neovenator
Tuya | Dwarf Runepriest (Leader), played by Datura
Allies and Friends
An older elf, somewhere in his sixties. Previously the foremen of the group from the Hole. A former slaver, he has decided to join the Unfettered to make up for his sins. He is tough, level-headed, and sometimes a grump.
Brelnia (pic)
A young dwarven woman, somewhere in her 30s. She used to lead a mercenary group, who sold her out. After getting her revenge, she was locked up in the Hole. She is gruff, stubborn, but sometimes reckless.
Cassandra
A young fire-magic wielder, Cassandra was a former prisoner in Vanthar's group. She is mouthy, bawdy, and independent.
Vanthar (pic)
A former prisoner, part of Cassandra's group. Previously a tracker, guide, and scout, he has decided to join the Unfettered as well. He is reserved, perceptive, and independent.
Lin
Tuya
Known Contacts
Korgul
Former leader of the Grey Raiders and part of Yldaren's prisoner group. He was experimented on with Shakumon as part of a punishment. In a heightened state, he fled from the group. He appears to have attacked some of his former allies, started a fire, and moved on.
Ramis (pic)
A middle-aged human man from Imardin. Part of Yldaren's prisoner group. Cowardly and selfish. He left the group in Hadibair to return to his business selling goods up and down the Ghryst by boat.
Rajanikant
A human nobleman from Kelbis. Part of Yldaren's prisoner group. Scheming and mysterious. He left the group in Hadibair.
The Fallen
A young orcish man. Part of Yldaren's prisoner group. He was strong, hard-working. Killed by Kavox Pruul and his men.
Shakumon
A orcish shaman. Part of Yldaren's prisoner group. Along with Korgul, he was experimented on as punishment. Later died of complications.
In 5E Y542, Razak proposed forming a trade alliance among many provinces in the Serranak area. Many of them including Hadibair agreed, and the Ghryst River Alliance, or Ghrystbehn, was formed.
Razak
The largest and most central city in the Ghrystbehn, as well as the initial founder. Initially little more than a group of orcish communities that migrated from the Kurnish Peninsula, Razak has grown to a melting pot that encompasses many cultures — primarily from the Dwarven Mountains, Imardin, and the Elvish villages lining the coast to the north.
Al'mina
A former Serran colony turned independent. A fellow member of the Ghrystbehn. The last safe bastion before the Beredin Steppe, protected by a fighting force called the Steelmarch.
Banuk
A former Serran colony turned independent. A fellow member of the Ghrystbehn. As one of few fortified cities in the area, it is known for its warrior culture and famed academy.
Hadibair
A long-standing member of the Ghrystbehn, Hadibair is the key producer of most of the region’s lumber and exports thousands of tons downriver to the rest of the region as well as the Drekkis Valley. Known for its sandstone walls and being a cultural and religious sanctuary.
Yolvich
An orcish city and member of the Ghrystbehn. Sees a lot of trade from the surrounding non-Ghrystbehn cities of Beignac and Gaudienne.
Over the last several centuries, Serranak was settled by colonists from many regions, including Kurnhuelde, Imardin, and the Dwarven Kingdoms. To this day, there are several major city-states that remain independent, yet still carry a strong impact in Serranaki affairs or culture.
Agramor
Originally settled by elvish immigrants during the Second Era, the village of Agramor has held tightly to its Quellamese roots, with few non-elvish residents. Isolated from the rest of Serranak due to deep-seated rumors and sightings of the occult, the village only receives occasional trade from the nearby Imardanian city of Beignac. Many steer clear of Agramor, and what little is known about it generally comes from those who've moved emigrated.
Kelbis
A city initially founded by Kurnish colonists, but has seen centuries of dwarvish migration. Built into the side of a massive mountain in central Serranak, Kelbis contains a massive mining complex beneath it called the Kelbis Mines, or colloquially the Hole. The Kelbis Mines are an expansive labor prison, using indentured servitude as a means of producing a high quantity of metals used to supply the region. The council that runs the prison purchases prisoners from the Ghrsytbehn. Rumors say they also work with reputable slaving groups.
Gaudienne
An isolated logging city with Imardanian origin. Originally settled by a pact of Elysian heretics that were run out by the Church, Gaudienne has come to be known as a refuge for Imardanian counter-culture, including many sects and even nonbelievers. It is one of few major settlements along the Ghryst that is not part of the Ghrystbehn, due to the city leadership refusing to fall in line with any formal alliance.
Tjordek
A Kurnish coastal city, known worldwide for its unparalleled gladiator arena, the Tjordek Ring. Travelers come from all parts of the land to spectate the fights, and its gambling culture is second only to Teiros. Many slaves or impoverished people fight in the pits, looking to gain fame, fortune, or freedom — though more often than not finding a swift end. The city is ruled by a cabal of wealthy Kurnish elites.
Valdurn
A small dwarvish town, originally settled by Garrundi colonists. During the emptying of Garrund's mines and its subsequent descent into lawlessness and chaos, many settlers went out into the Western Expanse to seek better lives. Valdurn was one far-reaching yet successful off-shoot, finding success trading with the nearby cities of Hadibair and Banuk.
Vyridis
A quant coastal city, and one of the few predominantly elvish communities on the continent. Heavily forested and mostly isolated from the rest of Serranak except by sea. Vyridis is home to the Unfettered, an underground faction set on combating the rampant slavery and inequality in Greater Serranak.
Originally home to two of the Serran Kingdom’s major cities and numerous smaller ones, the Steppe has now become a fearsome region of slavers and raiders. After the Kingdom’s failed invasion on the orcish homeland, the remains of the Serran armies retreated, heading back to their homes. The orcs never forgot, and when the Serran Kingdom began to collapse the orcs saw their opening and retaliated with great force, razing these northern towns to the ground.
Over time, much of the barren, barely fertile land has been resettled by nomadic groups of mostly orcs and Serranborn. Towns are few and far between, and though most have some semblance of law within their small borders, the areas outside these towns are full of outlaws of all sorts. Some abduct people to sell them into slavery, some simply raid for money, some are poachers, and so on, but all who live outside the towns are hardened and tough.
In recent times the men of the Burned Dunes, out of Bancur, have started to exert a small amount of control over the region. The Rakh fears that, left unchecked, the region will become just like Nabrand to their west, so what men can be spared are sent to hunt down and kill any outlaws encountered. The few towns near Bancur have started to grow and prosper more as a result, though those further out have suffered an influx of outlaws who decided to simply relocate. This shift has begun to affect the River Alliance as well, especially the frontier cities of Al’mina and Banuk.
Gabni
Ruins of a Serran city.
Kazanor
Ruins of a Serran city.
In its quest to expand, Imardin has colonized northwest Serranak, focusing on developing new ports.
Beignac
Once merely a frontier settlement like Chevalle, Beignac has over time evolved into a major trade hub. The forests to its south are home to many peaceful elven tribes, who trade furs and other animal products for tools and luxuries from the west. Likewise, the proximity to the orc settlements in Kurnhuelde makes Beignac a regular stop for traders traveling to or from the peninsula. A few years ago, the Imardin Navy declared that Beignac would become its next major hub, possibly in preparations for more eastward excursions in the future. In 6E Y82 work officially began on Fort Beignac, which looks to rival even Fort Victoire in scale.
Chevalle
Chevalle is a frontier settlement, founded around 150 years ago by its namesake, the explorer and entrepreneur M. Francois Chevalle. Seeking to extend Imardin’s influence even further than Beignac, in search of new trade opportunities, he traveled eastward until he reached the secluded bay where the settlement is located. In the distance was a single peak, and there were signs of natives present. Figuring he could trade with these locals, he set up camp with his traveling party and began to search around. He eventually came across an unusual sight, a mixed tribe of orcs and elves living peacefully, even interbreeding in some cases. They were friendly and traded with the new settlement, and this and other similar local tribes have been the main trade partners with Chevalle ever since. The goods produced by the unique local cultures sell for a premium in Ellisport, being seen by the aristocracy as rare, exotic treats to be fought over.