The Realm of Lastaria is a World I designed based on Myth
and Legend as well as our own world history yet set in a fantasy Realm
with many of my own ideas mixed in.
You can find more about Lastaria by pressing on the following
link The
Realm of Lastaria or going to the following address
http://www.oocities.org/TimesSqaure/Ring/2665/.
Dungeonmaster: Christopher Thorpe (Email Lastaria@AOL.Com)
Type of Game: A game where young adventurers have come together seeking to right wrongs and make a name for themselves.
The Characters:
Name
James of Wiccam
Class
Sorcerer of the Garaleyern School of Magic
Personality
Inquisitive, Curious, Thoughtful, secretly caring about companions.
Name
Bethany of Wiccam
Class
Theif (though she never seems to steal anything)
Personality
Caring, Playful, Vain, Cheerful.
Name
Domonic of Wiccam
Class
Cleric of the Holy Order of the Oak
Personality
Forward, Protective, Wise, Reckless, Patient.
Name
Shadowfire
Class
Bard (Gypsy)
Personality
Strong Sense of Humour, Superstisiou, Slightly cowardly.
Name
Cedric of Madley
Class
Fighter/Priest
Personality
Simple, Straightforward, Wise, Very honest, slow thinking.
Name
Ulf Grimheldsen "Blessed of Odin"
Class
Beserker
Personality
Overconfident (brash), Greedy.
The Non Player Characters:
Name
Krenon
Class
Fighter/Mage/Theif.
Personality
Thoughtful, Imposing, Scheming, Secretive.
Name
Xanthus
Class
Warrior
Personality
Quiet, Imposing, Wry sense of Humor.
Name
The Kalak
Class
Unknown
Personality
Unknown
Details about the campaign
The Beginning
The campaign started in the village of Wiccam where the young friends
returned to after spending several years away training in their vocation.
They where soon able to put their talents to use for the village had had
several raids and livestock and possessions had been taken. There suspicions
were aroused to the theory that it was the work of Giants for they had
several large foot prints around the area. The party soon discovered that
the real culprits were bandits who faked the footprints to put them of
the trail and scare them off. The party eventually managed to track them
down to a nearby woods and put a stop to them.
Cult in the City
News of what they had accomplished soon got out and they were approached
by a strange young man who represented a Group Known as the Redcloaks.
He had a proposal for the group. His organization was seeking to put
a stop to a warped cult of Arawn which had kidnapped several women in the
city of Salloway. He also had an interest in the group as potential allies
so he wanted to see how well they did.
The party soon traced the cult and there activities. They managed
to find their base of operations and quickly raided it. After combating
several of the guardians which included Undead the broke through to they
main chamber and put a stop to a ritual which was going on there
and saved the kidnapped women.
Lair of the Goblins
The group were traveling back to Wiccam. They had left the city after
another small adventure involving an eccentric noble who called himself
the Jester.
They had camped for the night when they were suddenly attacked. Arrows
flew into the camp causing chaos. The attack was so swift the group had
little chance to form a defense and they were defeated. However there attackers
left with what they had come for, several items of treasure and several
captives.
The group were determined to get back what had been taken. They realized
they had been attacked by Goblins due to slaying several of them and catching
glimpses of them in the moonlight.
Using their Ranger they tracked the Goblins back to their lair and
discovered it was an ancient tomb that belonged to Royalty of many centuries
ago. They fought there way in, avoiding many dangerous traps along the
way and eventually managed to rout the rest of the Goblins and save their
companions.
Realm of the Fey
Time went on.
The party had undergone several more adventures. They had lost and
gained several members over the time.
The party now found themselves investigating the disappearance of several
children on the Isle of Caragar. Whilst investigating they were flung through
a portal and found themselves in a strange land. What's more they all bore
the bodies of the Fey. Some of them had changed quite dramatically.
They realized they were in the Fairy realm traveling awhile they found
themselves in the Land of the Seelie and at the Court of the Sidhe (shi'ee)
ruled by King Oberon and Queen Titania.
The Sidhe allowed the group access to their court and told them they
had heard news of mortal children within the Fey realm under the capture
of Redcaps an Evil race of fey associated with the Unseelie Court. Spurred
on the group set off after the Redcaps. The tracked them for several days.
Along the way they met an Elven man by the name of Feaden who like them
was from the mortal realm. He told them where they might find the Redcaps
and the time that they were at their weakest. The party found the Redcaps
lair and raided it. But alas they picked the wrong hour and although several
Redcaps lay dead the party were defeated. Yet not all was lost for the
children were rescued and Feaden returned them to the mortal realm.
The party returned to where they appeared and stepped into the portal
that would return them home.
Strangers in a strange Land
The party appeared back on the mortal plane. Though it was not a familiar
one. In fact it was a completely different part of the world.
They journeyed for several miles before they came upon a large cottage.
They discovered its inhabitants were an Earlishman like themselves called
Krenon and a strange large creature with the body similar to a mans and
the head of a beast known in this land as a Minataur called Xanthus.
Krenon was himself seeking a way to return back to Erland and decided
to enlist the groups aid. He had saved Xanthus's life so Xanthus decided
to journey with him also so that he might return the favor.
They journeyed for several days at one point causing a war between
a tribe of Amazons and Centaurs manipulated by a strange war god called
Ares. Eventually they found themselves in a city. Through Xanthus and Krenon
they discovered a portal that could return them home though it lay in the
temple of a hostile Priesthood. They battled through and after journeying
through a maze guided by Xanthus they came upon the portal. Through it
was blocked by the High Priestess. Krenon battled her and both used foul
trickery against each other. Krenon was eventually the victor though he
was gravely injured. The party headed through the portal where they found
themselves home once more and Krenon and Xanthus departed their company.
The Haunting
After resting for several weeks the party investigated a strange house
which was reported haunted. The reports were true and they ghost which
haunted the place and was only ever heard never seen took a liking for
Bethany for she looked like the mistress of the house long ago. The party
went through several tense days until it became too much. They took Bethany
away from the building for she had changed wishing to stay, renouncing
her friends. The group discovered the source as the nursery and destroyed
the cot. Ending the haunting of the building. (Or had they.)