Heirs of Destiny
Summary:
Cast of Player Chararacters:
Cast of Notable Non Player Characters:
Locations of Importance:
Baubles of Note:
Notable Adventures and Tales:
Season One
In Season One, the heroes set out on AlterielGaristeth's shearing. They decide to visit six far-flung locations in order to prove their worth. The locations (in order) were: Rel Mord, The Bright Desert, The Land of Black Ice, Zeif, The Lost City (in the Sea of Dust), and The Scarlet Brotherhood.
1. Pilot: Forward flashes showing events that have not happened yet. Meet the central characters. The trio journeys to Rel Mord. The arrive in time for the kingdom's great festival in honor of Growfest. Baelendor jousts while Altariel discovers the seedier side of town and Tuor has a brief moment with a future king. 10th of Coldeven, 576
2. Caverns by Knight: Traveling from Rel Mord, the heroes seek out the goblin cave and discover the danger is not what they had expected. Its a battle for survival against inhuman hunters, rust monsters, and an unknown rival. Baelendor makes a choice that could doom them all. 1st of Planting, 576
3. The Bright Desert: With Tuor saving his companions from the river, the three find themselves without supplies, at the edge of the Bright Desert. With natives, demon-spawned storms, and a lack of water already a deadly threat, our heroes' best chance is locked within the Unseen City. 19th of Planting, 576
4. The Twice Told Tale: The distractions of life in Greyhawk lead the heroes into a web of murder and deceit that is disturbingly familiar. When the most powerful fail can unknown heroes use a forgotten lesson to seal the hand of fate? 3rd of Flocktime, 576
5. Northward: Traveling north through the Shield Lands forces the heroes to face fantasies and dreams that none had witnessed before. 10th of Flocktime, 576
6. Simple Choices: While struggling with crossed directions in the Fellreev Forest the trio along with their monk companion stumble across a plot of the Horned Society forcing a hard decision to be made that could lead to someone making the ultimate sacrifice. 18th of Flocktime, 576
7 & 8. A Dozen Roses: Travel through the lands of Blackmoor is more dangerous than the growing band of travelers realizes. A dark tournament is held. 2nd of Wealsun, 576
9. Solitude: A snowstorm blows up around the entrance to the strange dungeon that the party finds themselves in. They are faced with the twin dilemma of braving a snowstorm or possibly starving to death. Add to that the very strange surroundings they find themselves mixed with a severe case of fever inducing pneumonia affecting two of the group. It is a struggle for survival against a dangerous environment and their own inner demons. 10th of Wealsun, 576
10. Parting Ways: When the troupe enters the city of Zief, the city pulls them into different directions. Some plan for grand weddings, others plot the freedom of slavery, and one one fights in a battle that could leave the heroes with one less companion. 23rd of Wealsun, 576
11. Weddings: With Altariel's arranged wedding storming in fast, the heroes find that their divided friendships must face the challenge given them by the power of a mythic gen. 28th of Wealsun, 576
12. The Pearl: Traveling south, the heroes here the strange tale of a perfect pearl stolen by a twisted seedling. Soon the river leads to a place of smoke and shadow and a challenge for the troupe that tests what they are and what they might someday be. 8th of Reaping, 576
13. The Road Home: The next leg of the troupe’s journey is truly underway. A winding path to the south offers comforts and challenges, wines and poisons for even the most wary of wanderers. Will memories and past glories save the day or will the river be the last leg of a hero’s journey? 24th of Reaping, 576
14. Homecoming: A sidetrek leads the troupe to a bittersweet homecoming and a hard lesson about the passage of time, even for those who seem to be ageless. While his friends discover the harsh nature found inside the Trials of Home, Brother Lee finds himself drawn away and into a very different peril whose web of danger is unlike any challenge he has seen before. 14th of Goodmonth, 576
15. Finally on the Southern Road: The heroes reunite with Brother Lee and take the path that leads to the Hell Furnaces. The journey will be a strange one, civilized freemen and wild marauders haunt the trail, and a friendly challenge that could send one of their number down the Dark River of Forgetfullness. 21st of Goodmonth, 576
16. The Hellfurnaces: Civilization behind them and unknown terrors ahead, the heroes must scale the most feared range in the Flanaess in a desperate quest to cross the lava strewn and ash choked waste before the evil that lives here can claim all their lives instead of only one. 12th of Patchwall, 576
17. The Sea of Dust part 1: The readiness of our heroes is tested. With breathing itself becoming a deadly peril a dying blue dragon makes one last stand and reveals the secret of the Dragon Graveyard. 16th of Patchwall, 576
18. The Sea of Dust part 2: Lost in a trackless landscape and running low on supplies. A storm of epic proportions claims one of their number. Can the remaining heroes reach the sanctuary of the Forgotten City? 16th of Patchwall, 576
19. The Sea of Dust part 3: Within the Forgotten City Baelendor is discovered alive and well. The reunion is short lived though as the dark forces strike into the troupe changing their lives forever. 16th of Patchwall, 577
20. The Race: Finally back in civilized lands the heroes discover their time is almost up. Can a mad dash across the continent bring them closer to their goal or leave them stranded in a land of mad monks? 27th of Fireseek, 577
21. And Finally the Beginning: The beginning of our heroes journey is revealed. Why Altariel left Innspa, Baelendor's solemn call, the inner nature of Tuor. All is laid bare. 9th of Coldeven, 576
22. Birthday Girl: With only a week left to complete the journey, the heroes are snared by the court of Ivid and his machinations. Will they defy of his evil grip or will a dark prophecy be fullfilled? 3rd of Coldeven, 577
Season Two
1. Four Knights of the Deva part 1: Six months after our heroes return life has fallen into a simple routine. With rumors of marriages for the twins, Baelendor acting as bored champion and self-elected mentor of Anya, and Tuor falling back into his carousing ways; can any of them sense the danger closing about? 7th of Brewfest, 577
2. Four Knights of the Deva part 2: Stirred to action, the troupe investigates strange murmurs in the forest. With a scent of death in the air, can they see through the smoke of dreams and trigger of traps to find the heart of the mytsery? 1st of Patchwall, 577
3. Theater of Attraction: The trio arrive in Midmeadow for a bit of adventure and training. but when the Pearl of the West is found in the Eastern Expanse the adventure they find might be more than they bargain for. 11th of Patchwall, 577
4. Price of a Pearl: With the Pearl and her dance company within the sanctuary of Rel Mord's palace, the heroes reunite in Midmeadow for a grand showdown. With a host of powerful undead and their assembled minions against them. Who will fall against magic and who will sacrifice themself for their companions? 4th of Sunsebb, 577
5. The Cold Mistress: A treasured relic has been located to the far north sending the troupe on a trek covering a thousand miles into the heart of winter. Will there be sanctuary at the end of the journey or will the chill touch of a bitter winter claim their hearts forever? 12th of Fireseek, 578
6. A Fool's Errand: Coming Soon.
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