Hunters of the Fallen

Chapter 3 - episode 1

Valen is once again roaming the forests of the North, in the area of the destroyed Hellgate Keep. As night approaches he begins to make camp not even thinking of the various traps he is setting around, as such routine has now become second nature to him.
As he sits over the small fire he has made a thin, yet well muscled figure steps into the light of the small camp fire.
Dressed in a long flowing cloak that at first glance would appear to be a hindrance in this dense woodland the face of the intruder is hidden beneath a large, overly flamboyant, fedora.
In his black skinned hands he carries a large battleaxe holding it forward in a non-threatening manner, presenting the hilt in Valens direction.
“Greetings Master Valen”
As he places the axe on the floor and sweeping his hat in an extravagant bow.
“I come to return one of your comrades weapons that somewhat absent-mindedly he appears to have left in the throne room of Hastor”

Valen instantly recognises the intruder as Jarlaxle
Within the blink of an eye, Valen is on his feet, reaching for his swords at his side
“give me one good reason why I should not skin you alive where you stand and use that axe to remove that deceitful head clean from your shoulders?”

Jarlaxle takes a step back and looks to the dark of the trees.
“I will do better than that, I will give you three good reasons” He holds his hands out, pointedly away from his own blades, and flashes what could pass as a disarming smile.
“Firstly, I mean you no harm, those that were employing my men and I, are no more. So I no longer have quarrel with you, and indeed you and your friends have shown yourselves to be capable indeed. With your destruction of the House Dlardrageth you saved my fellows and I from a rather cruel betrayal” he smiles again, flasing white teeth “It was one that would have impressed many a matron, so I thank you” He bows again “I am also willing to give you the location of the last few remaining members of that House, for free”
“Secondly, I come with a most dire warning for you and your fellow ‘Hunters’, I believe this is what you are calling yourselves now” He looks again to the trees, smirks and continues
“Finally, and perhaps of most import to you, my men have this encampent surrounded and their handbows trained at your throat. Formidable foe though you have shown yourself to be I doubt even you can stand up to us all”

He pauses, cocksure in himself, “So, now we’ve dispensed with the pleasantries… may I sit?”

History of Faerun since 1372

Many climatic moments took place in this year. The Mythal surrounding Myth Drannor was broken by a combination of Demons, Fey-ri and with a substantial bit of meddling from the Zhentarim.
The Zhents managed to convince the forces of Sembia and the Dalelands that the Elves had deliberately done this, which led to war between humans and Elves. It was only thanks to a wise royal of Sembia that the deception was uncovered and jointly the humans and Elves drove back the demons.
Some sages believe that a brave band of adventurers were instrumental in driving back the forces of evil that arose in this year aided in part by a pit fiend. What this cost their souls has never been uncovered, though it is believed that they survived this encounter and lived happy and long lives in the most part.
The Rising Sun Isle is created in the middle of the Dragonmere, stories say that this was at the will of Lathander himself!
Morninglord Harwood begins construction of the Cathedral of Light on this new island.

DR1375 Cleansing of Myth Drannor was completed and the Elven Court was reestablished. In the desert of Anauroch, the shades returned which turned all eyes to the great wasteland.

DR 1376 Cormyr and the Dalelands began building a series of keeps on the borders of Anauroch in order to keep watch over the shades and protect the lands beyond.

DR 1381 The Elven court of Myth Drannor declared war upon Zhentil keep and the Zhentarim, in retaliation for the deception that nearly started a war between the humans and Elves. Construction of the Cathedral of Light is completed, and is the most majestic of temples in Faerun.

DR 1386 Zhentil keep is taken by the Elven court, and the Zhents are hunted. In the same year, the infant Azoun V comes of age and is crowned King of Cormyr.

DR 1387 The Fire Knives infiltrate the royal court of Cormyr and kill many of the leading nobles of Cormyr, including the regent Alusaiyr (think this is her correct name), Caladnei takes the new King into hiding.

DR 1392 Civil war erupts in Cormyr, as the nobles remaining and those nobles affiliated with the Fire Knives via for control of Cormyr. This later becomes known as the Abraxus Affair.

DR 1393 Seeing an opportuntity, Sembia begins a campaign against Cormyr in order to take over their lands.

DR 1395 Azoun V and Caladnei return from their exile of the Farsea Marshes leading an army of a ‘new’ race – the Dragonborn. While in hiding Caladnei and Azoun find the Purple Dragon in the alien glass structures deep in the Farsea marshes and he leads them to a chamber where an army of Dragonborn are in hiding.

DR1396 The Dragonborn under Azoun V push back the forces of Sembia and reclaim the lands of Cormyr for the crown again. Morninglord Harwood requests the assistance of Cormyr in ridding Westgate of the scourge of the Nightmasks and the Fireknives.

DR 1402 The Isle of the rising sun begins construction of a huge fleet of ships, paid for from the donations of countless pilgrims, and begins a clean-up campaign of the Pirate Isles.

DR 1408 First Red Wizard enclave allowed into Cormyr, they build a modest enclave outside the walls of Suzail.

DR 1411 Elminster and the Harpers make a pre-emptive strike against the shades of Anauroch, and are utterly destroyed. In retaliation the Shades unleash mighty destructive magic into the Dalelands, turning Shadowdale and Daggerdale into barren wastelands. All nations condemn the Harpers for their folly in attacking the Shades. As a result of this, the Bards of the realms become shunned.
The shades begin attacking any mage, or persons carrying magic into their realm.

DR 1428 The great desert that was Anauroch begins to become green again. In the same year a massed force of trolls, ettins and Giants emerge from the Trollmarsh and attack Waterdeep.

DR1435 Waterdeep finally strikes a bargain with the massed forces from the Troll marsh, and agrees to pay a yearly tithe to prevent any further attacks.

DR 1447 A drought strikes the Dalelands, the first of many, causing great suffering.

DR 1453 The Dragonborn are granted lands in the Dragon reach area and begin construction of their own City.

DR 1454 The Pirate Isles are cleared and are set up as a massive jail. Drow attack from underneath Myth Drannor, and take control, but only for 3 months before a combined force of Elves, Eladrin, Dragonborn and Humans retake the halls.

DR 1476 The Zhentarim reemerge, led by an unknown mage called Kerfoy in Vaasa.

DR 1498 a great fire rages through the forests in the dalelands, and it is only by powerful magic that it doesn’t burn up the entire forest. Demonic forces are suspected, but this is never confirmed.

DR1501 A wedding between the human king of Cormyr Azoun VI and the an Elven princess of court of Myth Drannor is announced. This is the current year.

This is the history up to the start of the original campaign, rest to be added

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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