Informations about the CoA factions and available Special Positions
As the last of the bandits fell, it was clear that Arabel was safe once again. Disrupting a bloodstone trade is normally a large undertaking, but Sir Altowin seemed to dismantle an entire operation in just a night's worth of planning...
House Silverhorn in Arabel
House Silverhorn, long recognized for their outstanding martial ability has been granted a large plot of land within Arabel following Cormyr's victory over the Shade enemies to the North. As a result, they will assume ownership of the Truesilver Villa, a luxurious estate.
Sir Altowin Silverhorn's diligence on the field of battle led to him being awarded this land for his excellent tactics. He was able to lead an assault on the Shade's flank, which surely won Cormyr one of her largest victories. As a result, he was knighted.
As Arabel's security is constantly in question, even moreso now that Lord Hawklin is indisposed, House Silverhorn finds themselves in a position where ensuring the city's safety is top priority.
However while the commoners may love Sir Altowin's brave, no-nonsense style, many merchants and nobles are apparently distraught with his lack of interest in the economy...
Race: Human preferred, but others can work.
Alignment: Any Lawful
How to Join: Players can app for a member of House Silverhorn, a house steward, or house retainer all pre-creation. Players may also seek out PC/NPC members of House Silverhorn to get involved.
Healing the scars
The return of the lost lands
Little by little, the water have recline from the King's Swamp and Calantar's way over the years. This all changed during the Second Sundering, when the body of the Primordial stirred as a fallen star gently grazed its surface. Suddenly the Western Stormhorns rose higher towards the sky, causing a series of avalanches to crash down the rising mountain towards it's Eastern foothills. Snow turned to water before rapidly turning into a tidal wave. Before eventually it all crashed down upon the King's Swamp, sweeping away lizardfolks, druids, settlers and adventurers alike into the Wyvernwater. The Wyvernwater itself dramatically changed by the tidal wave, with some islands sinking beneath the waves whilst others such as Immersea rose high above the water.
After the tidal wave, the newly risen land surrounding the King's Forest and Wyvernwater was left to dry once more. The newly exposed soil was so fertile, it was covered in fields of blossoms and green before the turn of a single moon. With the return of the fauna, the event marked the return of the King's Forest. Much to the rejoice of Cormyr, whom swiftly populate the newly inhabitable land to farm on the new fertile soil and reclaim land once lost to the water.
Lord of the End of Everything
Lord of Bones
Lord of the Dead
Protector of the Names of the Dead
Guardian of Tombs
King of the Walking Dead
Home Plane: City of the Dead, Fugue Plane
Alignment: Lawful Neutral
Portfolio: Death, The Dead
Cleric Alignments: LG, LN, LE
Domains: Law, Fate, Repose, Rune, Death
Favored Weapon: Scythe
Allies: Kelemvor, Myrkul
Enemies: Velsharoon, Clar Banda
Jergal is an ancient deity, older than many of the greater gods of Faerûn. In the time of Netheril, he was a greater deity himself, with the portfolios of the Dead, Murder and Strife. With the long aeons, he became bored with his position of power, and allowed for three mortals, known as the Dead Three, to each take up parts of his divinity. Bane assumed the portfolio of Strife, Myrkul the rulership of the Dead and Bhaal the portfolio of Murder. Jergal himself faded from his great stature, and became a seneschal to Myrkul, a position he has kept even after his master perished and first Cyric, then Kelemvor assumed his place.
During the event known as The Silence, when Kelemvor abandoned judgement of the dead to battle Cyric, Jergal sent down the beings known as the reapers, to cull the mortals and send them to their afterlives, rather than suffering in the Fugue without judgement. He then was forced to assume the throne of the City of the Dead once more, having no choice but to usurp Kelemvor so that the judgement of souls into the afterlife could continue.
After the Second Sundering, Ao restored Jergal to the throne of the Crystal Spire; As his successors Myrkul, Cyric and Kelemvor all failed in their duties as God of Death, he reluctantly took up the burden once more. He hopes that in time, one of his Exarchs will learn what it means to judge the dead, and he can lay down his burdens once more.
He opposes Clar Banda and Velsharoon, who both encourage their followers to embrace undeath and escape his judgement.
"Each being has an eternal resting place that is chosen for him or her at the moment of creation. Life is a process of seeking that place and eternal rest. Existence is but a brief aberration in an eternity of death. Power, Success, and joy are as transitory as weakness, failure, and misery. Only death is absolute, and then only at its appointed hour. Seek to bring order to the chaos of life, for in death there is finality and a fixedness of state. Be ready for death for it is at hand and uncompromising. Life should be prolonged only when it serves the greater cause of the death of the world."
Points of clarification
Thunderhammer Clan requires an app since they are the equivalent of Nobility
Direct relation to a Laird or Head of Clan requires an app. The test is "Would this NPC have a reason to care about the PC?" If yes, then app required.
Special Position: Foreign Agents is relevant for the Dwarven Embassy and those types of characters
Past the mysterious passage through the World Serpent Inn, lies an ancient island. Dense forest cover the whole island, whilst the entire coastline appears to be made out of dramatic cliffs facing an unforgiving and violent sea. Razor sharp rocks lie hidden beneath the waves, muddy banks fade in and out with each turning of the tide. The land appears untamed, with orcan tribes living amongst the dense vegetation. There must once have been prior attempts at settling upon this island, judging by the crumbling ruins and forgotten memorials. The evidence of druidic activity is especially frequent, with many large dolmans, henges and other mysterious, megalithic structures.
The few orcs whom are not attacking on sight as well as some shipwreck survivors, speak of this island as a cursed land causing misery, despair and destruction. Their claims are not unfounded, as sunken ships and ancient bones are scattered along the coast of the island. Along with the graves or forgotten bones of the previous settlers of this accursed island. Sadly, none appear to know who they were or what brought them to a sudden end many centuries ago. But they all agree it must have had to do with the island's curse.
Geographically, the island appears to be somewhere along the edge of the Korinn Archipelago in the Moonshae Isles. Far away from any true settlement or trade route, due to it's cursed reputation. Indeed, there is rarely any ship nor boat sighted at all along it's dark and violent horizon. The only traces of such vessels are the numerous wrecks that surround the formidable coastline. The Western side of the island is equally impossible to reach, with dramatic cliffs and territorial orcs blocking passage further into the heart of the island.