It is the Year 992 of the Third Age of Man...
Valnwall: Last of the Great Kingdoms of Man. For a thousand years the Kings of Valnwall have ruled from the city of Dolmvay at the mouth of the White River, shielded from the Darklands of Chaos by the high wall of the Shield Mountains to the north. A century ago Valnwall’s sister-kingdom of Mor to the east fell to the forces of Sauroth, the Dark Lord of Chaos, under the traitor Valmodar. Now Valmodar rules the ruins of Mor as an immortal Witch-King, commanding hordes of orcs, beasts, and evil men. The last relic of Mor is the coastal Barony of Cheltar on Valnwall’s eastern border, ruled by the Lady Ileosa Myress, the Queen-in-Exile, last descendant of the True Kings of Mor.
Valnwall: Last of the Great Kingdoms of Man. For a thousand years the Kings of Valnwall have ruled from the city of Dolmvay at the mouth of the White River, shielded from the Darklands of Chaos by the high wall of the Shield Mountains to the north. A century ago Valnwall’s sister-kingdom of Mor to the east fell to the forces of Sauroth, the Dark Lord of Chaos, under the traitor Valmodar. Now Valmodar rules the ruins of Mor as an immortal Witch-King, commanding hordes of orcs, beasts, and evil men. The last relic of Mor is the coastal Barony of Cheltar on Valnwall’s eastern border, ruled by the Lady Ileosa Myress, the Queen-in-Exile, last descendant of the True Kings of Mor.
Valnwall’s own
King Moldar, the Silver Dragon, is himself now old and sickly. His son Prince
Rodrigo is still young, and the ambitious Barons of Valnwall test their
strength, seeking to expand their domains. There are rumours of barons’ plots
to eliminate Rodrigo and marry his sister the Princess Shyela, thus seizing the
Crown of Valnwall.
Other
notables of Dolmvay include the Matron-Mother Alkira Grundis, Abbess of the
Holy Light, and the Patriarch Fizdal, head of the Church of Law.
On Valnwall’s
western border lies the powerful Western March under Baron Vasilek, while Baron
Casimir of Larm defends Valnwall’s northern frontier and the trade route north-east
to the dwarves of King Obni Hammerhand in the Shield Mountains.
West of
Valnwall lies the powerful Elven realm of Vyalia, her forests ruled by the
Elf-Queen Celeriel Galatar.
North-west
of Valnwall, beyond the Shield Mountains, dwell the Riders of the Plains of
Irlen, ruled from Irlendom by the wise king Theodath.
South-west
of Dolmvay lies Reavers’ Isle, known for its pirates who raid the merchant
shipping passing between Dolmvay and the fertile Ostaloth Isle to the
south-east.
North of the
Shield Mountains lies the Darklands of the Realm of Chaos, subject to the will
of Sauroth, the Dark Lord. A thousand years ago the Last Alliance defeated
Sauroth and greatly weakened him, but since then he has recovered much of his
strength. Working through minions such as the Witch-King Valmodar of Mor, and the
diabolical Zhenyis, Queen of Ghoul Keep, Sauroth works to bring all the Known
Lands under his terrible rule.
NAHM
On Valnwall’s
eastern frontier lies the small river-town of Nahm, granted to the Silver
Dragon Knight Sir Stefan Alturek, wielder of the enchanted blade ‘Brightfire’,
for his long service to the Crown. Sir Stefan is loyal to the King and his
heir, but is troubled by the ambitions of the Baron Gultar, ruler of the
coastal Barony of Osirath south of Nahm. Gultar seeks to expand his own realm
north, incorporating Nahm. Still, Sir Stefan is assisted by his former
adventuring companions: Lash the Spymaster, the priest Oldath the Wise, and
Elgo Whiteraven, the Wizard of Nahm. Together they form a powerful obstacle to
Baron Gultar’s ambitions. Other notables of Nahm include the master smith Zongall
Blackbeard, and Myria Alturek, Sir Stefan’s adventurous daughter.
North of
Nahm lies the wild Sarwood, littered with the ruins of fallen kingdoms, and
beyond the Trosken Hills, held by the Thanes of the fierce Trosken barbarian
clans and scattered dwarf mining-holds. Due south of Nahm along the Tresen
River are the doughty Halflings of Tresenshire, led by their Sheriff, Oldo
Goodfellow. East of Nahm lies the woodlands of the Ostaren
Elves under Eldavar the Elf-Lord, whose powerful magics shield Cheltar from the
doom of Sauroth.
VALNWALL PCs
This campaign uses standard Labyrinth Lord rules.
Attributes: 3d6 in order, can reroll character if net modifiers add to less than 0.
Hit Points: PCs begin with at least 'high average' hit points at 1st level, as follows:
Magic-User, Thief: 3
Cleric, Elf: 4
Dwarf, Fighter: 5
Extra Attacks: At 8th level Dwarf, Elf, Halfling and Fighter PCs can attack 3/2 (2-1-2-1-2) with any weapon. At 15th level Fighters attack 2/round as normal.
Thief Backstab: At 8th level it does x3 damage. At 15th level it does x4 damage.
Incapacitation: A character reduced to 0 hp or less may sometimes be disabled rather than killed/mortally wounded, depending on the nature of the attack/damage (eg blade attacks are normally lethal, whereas a wooden club can incapacitate). Disabled characters are typically unconscious for 1 hour, then incapacitated, able only to move at half speed, no fighting or casting, until they have healed to at least 1 hp. Characters reduced to negative hp = CON or greater are always killed.
VALNWALL PCs
This campaign uses standard Labyrinth Lord rules.
Attributes: 3d6 in order, can reroll character if net modifiers add to less than 0.
Hit Points: PCs begin with at least 'high average' hit points at 1st level, as follows:
Magic-User, Thief: 3
Cleric, Elf: 4
Dwarf, Fighter: 5
Extra Attacks: At 8th level Dwarf, Elf, Halfling and Fighter PCs can attack 3/2 (2-1-2-1-2) with any weapon. At 15th level Fighters attack 2/round as normal.
Thief Backstab: At 8th level it does x3 damage. At 15th level it does x4 damage.
Incapacitation: A character reduced to 0 hp or less may sometimes be disabled rather than killed/mortally wounded, depending on the nature of the attack/damage (eg blade attacks are normally lethal, whereas a wooden club can incapacitate). Disabled characters are typically unconscious for 1 hour, then incapacitated, able only to move at half speed, no fighting or casting, until they have healed to at least 1 hp. Characters reduced to negative hp = CON or greater are always killed.
VALNWALL CHARACTER BACKGROUNDS - NAHM
Cleric: Most
Clerics are younger sons of middle-class families. A Cleric could be a junior
priest in Father Oldath’s church, either local-born or a recent arrival sent by
the Patriarch in Dolmvay.
Dwarf: Dwarf
adventurers and treasure-hunters from the mining holds in the Trosk hills north
of the Sarwood are a fairly common sight in Nahm.
Elf: Most
Elves seen in Nahm hail from the Ostaren Woods to the south-east. They are
often agents of the Elf Lord Eldavar, sent forth to fight encroachments by the
forces of Sauroth.
Halfling:
Most halflings are a bucolic folk, but the occasional Halfling afflicted with
wanderlust ventures forth from Tresenshire to seek his fortune. Halflings in
Nahm most commonly hail from Burgdorf, the northernmost Halfling settlement in
Tresenshire.
Fighter:
Fighters in Nahm may be barbarian wanderers from the Trosken Hills, loyal retainers
in service to Sir Stefan Alturek, mercenaries from Dolmvay or Cheltar, or even
brigands from the Fallen Kingdom of Mor.
Magic-User:
Always curious for knowledge, a Magic-User may have travelled from Dolmvay or
elsewhere to apprentice him or herself to Elgo Whiteraven, the famous Wizard of
Nahm.
Thief: A
Thief may be an agent for Lash, the mysterious Spymaster of Sir Stefan Alturek,
or for Baron Gultar of Osirath, reporting on the goings-on in Nahm. They may
also simply a be local ne’er-do-well or rogue. A rare few may actually be spies
for Valmodar, the Witch-King of Mor.
![]() |
Valnwall and the Known Lands |
No comments:
Post a Comment