Below you'll find a brief introduction to Tyrracore campaign (the second of the four worlds), including the worldmap and beginning cast of characters (including PCs). If you're interested in running and/or hitchhiking some ideas from the Tyrracore campaign and you missed some of the previous posts, they're here:
Summary -- The Seraphaeon Campaign -- Four Worlds Campaign Series, and
Introduction -- Game World Overview -- Four Worlds Campaign Series
Now, if you're going to be following along with the campaign description, of the utmost importance is this link:
As you can see, it's the Tyrracore map. Very useful to figure out who's going where and what's happening in general. Circles are surface locations; triangles are underground locations. The small names beneath certain location names will get explained eventually. Some of the regions on the map have been explained in the game world overview (linked above) already, so I won't go over that again. I'll just describe new locations and their particular details as we go along. But first, let us get to know the cast of characters who will get to effectively tell the Tyrracore story...
The Tyrracore campaign can be played with 3 to 6 (maybe 7) players. As a DM, my general modus operandi is this: players can choose whatever they wish in the technical aspects of character creation (stats, race, class, name, etc.) but any unspecified character history is left to me. If you want to run the campaign as I'm going to expound it, this means that your PCs will have limited options in order to make the story work. To this end, some PC choices are optional, some are necessary, and most of them had a hand in forming the contour of the campaign story in the first place. But this will all become clear shortly.
Main Player Characters
This group of three should be considered story-critical. The campaign chapters will require significant reworking on your part if they aren't included. It would probably be allowable (and rather interesting) to split one into two or even three separate characters, each with the same general origin. The allowable races and classes are restrictions on what that character can be to be realistic within the parameters of the story; the first one listed is the preferred selection, with the rest falling in order of likelihood. Also, all these characters can be either male or female, though this might have subtle effects on character interactions; the default gender as well as the character's default name is made obvious, and I'll be referring to each character that way from then on.
The Young Ambassador
Default name: Naith Caeld'rn
Allowable races: Human, Half-elf
Allowable classes: Ranger, Fighter, Paladin, Sorcerer, Cleric
Allowable alignments: Any non-evil
Hometown: Ironshore, Auralia
Naith begins the story as the first son of the Lord of Ironshore and a mysterious woman named Filia (either human or elf, depending on the player's race choice). He acts as a representative of Auralia, sent to a conference in the dwarven city of Medriln. As an Auralian, he would most likely be a greencloth ranger (scouting/tracking focus); there are many other types of ranger to choose from however, and you should feel free to come up with other "cloths" of the ranger class. If Naith is a sorcerer, he should be referred to as a "goldcloth ranger", and if a cleric, a "whitecloth." Because Auralians are generally atheistic, praising only nature, this character as a cleric would take domains of Nature, Plant, and possibly Good or Protection. As a fighter or paladin, Naith serves as an uncommon, armored cavalry-in-training soldier for the Auralian army. Paladins also train to become a mobile justice system for the Auralian people. Naith starts at level 1.
The Venturesome Monk
Default name: Toshiya Arcinem
Allowable races: Human, Half-elf, Half-orc, Gnome, Halfling
Allowable classes: Monk, Barbarian, Fighter, Rogue, Cleric, Ranger, Sorcerer
Allowable alignments: Any lawful
Hometown: Aerillor Monastery
Toshiya enters the story as a representative of the Order of Aerillor, a group of monks that presides over the northern island. He comes down as part of a scouting mission with a small group of his order. Note that, although he is part of a monastic order and should be considered a monk to everyone in the game world, the Orders train a wide variety of disciplines, and thus Toshiya is not necessarily a monk per the 3ed class. As a monk, barbarian, or fighter, he serves as one of Aerillor's first-strike combatants. As a rogue, he serves as a covert operative. As a cleric or sorcerer, he acts as a support fighter and healer. Toshiya starts at level 1.
The Vengeful Apprentice
Default name: Carmen Rhayne
Allowable races: Elf, Half-elf, Halfling, Dwarf
Allowable classes: Bard, Rogue, Wizard, Sorcerer
Allowable alignments: Chaotic good, Chaotic neutral, Neutral good, True neutral
Hometown: (If elf or half-elf:) Inanoé, (if halfling) Stopgap, or (if dwarven) the Moradinian Realm
Carmen is a wayward entertainer who had been following her master (a centaur bard) up until his death; she naturally swears to hunt down and find his murderer. The most obvious class for the apprentice of a bard would be a bard (duh), though a choosing rogue for Carmen's class would be indicative of the more practical lifestyle she's had to adopt in her search. As a wizard or sorcerer, she would have been augmenting her master's shows with illusion magics.
The remaining player characters aren't necessary to tell the story, but could be useful to cater to players looking for something other than the three characters above, as well as to better balance the party. They can even be played by the DM, if desired.
The Toreleian Peasant
Default name: Yael
Allowable races: Human, Halfling, Gnome, Dwarf, Half-elf
Allowable classes: Sorcerer, Wizard, Bard, Ranger, Barbarian
Allowable alignments: Any non-evil
Hometown: Trillius Keep
Yael joined the party as a low-wisdom, magic savant of sorts. This character adds some campy countryside flavor to the party, as well as balances the tendency for the main PCs to be melee-heavy. The history is more or less open, though I'd encourage playing this character off of Naith, who comes from a much different human culture. She begins at level 1.
The Dwarven Aristocrat
Default name: Eabor Lingham
Allowable races: Dwarf, Gnome
Allowable classes: Cleric, Paladin, Rogue, Wizard
Allowable alignments: Any non-evil
For reasons I'll later explain, dwarves are the most affluent of the main Tyrracorean races (and gnomes live closely with them). This character could infuse a sense of wealth (and a healthy pocketbook) to an otherwise very treasure-light campaign. Eabor would join the party to seek new economic or political opportunities ... unless he's escaping from economic and/or political opportunities that blew up in his face. He begins at level 1.
"What? No druids!?" Nope, I guess not. Except for the Land of Dawn and a few outlying groves, the woodland area of Tyrracore is heavily developed by Auralians, and any druids would long have assimilated into their culture (though I you could add a druid-like ranger class as a subclass of Auralian). Additionally, as will become apparent in the next few posts, there is reason that a character surviving on the bounty of nature wouldn't make it in the Tyrracore campaign.
There are a few NPCs that serve major roles in the story and are often members of the party.
Female human/half-elf* Idol of Light, level 10; Size M (5 ft., 3 in. tall); hp 61; Init +6 (+2 Dex, +4 Imp. Init.); Spd 30 ft.;
AC 12 (+2 Dex);
Attack +4 melee, or +7 ranged;
SV Fort +9 (+7 Base, +2 Con), Ref +5 (+3 Base, +2 Dex), Will +10 (+7 Base, +3 Wis); AL NG;
Str 8 (-1), Dex 15 (+2), Con 16 (+3), Int 16 (+3), Wis 16 (+3), Cha 16 (+3).
Languages Spoken: Common, Elven, Dwarven.
Skills and feats: Appraise +5, Concentration +16, Diplomacy +16, Escape Artist +4, Heal +16, Hide +7, Listen +7, Search +5, Spellcraft +16, Spot +7; Improved Initiative, Endurance, Spell Penetration, Silent Spell.
Permanent: Sanctuary; attackers must succeed at a Will save (DC 20) to attack Saryanna.
At will: Haste, and Cure Critical Wounds
Saryanna can cast spells as a level 9 cleric.
Saryanna is an odd but beautiful young woman, about 16 years of age, who takes care of dwarven children in Medriln for a living. She knows very little of her parents. Her amazing healing abilities surfaced when she was nine or so, and she has never been able to explain them, always hesitating to use them unless absolutely necessary. Her manner is more or less polite most of the time, and she hates dealing with conflict.
*Saryanna's race must match Naith's.
Male dwarf noble, level 1: Size M (3 ft., 11 in. tall); hp 10; Init +1 (+1 Dex); Spd 20 ft.;
AC 12 (+1 Dex, +1 armor (cloth));
Attack +0 melee, or +1 ranged;
SV Fort +2 (+0 Base, +2 Con), Ref +1 (+0 Base, +1 Dex), Will +5 (+2 Base, +1 Wis, +2 Iron will); AL LG;
Str 10 (+0), Dex 12 (+1), Con 14 (+2), Int 8 (-1), Wis 13 (+1), Cha 12 (+1).
Languages Spoken: Common, Dwarven.
Skills and feats: Appraise +1, Craft +1, Hide +5, Intimidate +1, Listen +1, Move silently +1, Perform +5, Read lips +3, Spot +1; Iron will.
Milo is one of Saryanna's dwarven children, who she sees often at a daycare in Medriln. This particular dwarven child, of noble lineage, was abandoned by both parents for reasons unknown and is more or less dependent on Saryanna. Though rather naive, he has an adventurous and bold spirit, suitable for a dwarven boy his age.
So there are most of the characters that we'll be following through the story. If you have any other character ideas, feel free to throw 'em out here.