Game Style: Determined by the Party
Location/Timezone: GMT+1
Starting Level: Level 5. Levelling through milestones.
Starting Equipment: 30 gold pieces, 4 Greater healing potions and one Magical item. (A Heirloom)
Ability Scores: Point Buy
Camapign Status: OPEN
The Kidnappning of Theina
Campaign Premise
It's the end of the year 913 of the 4th Age.
In the midst of a harsh winter engulfing Kalamar's countryside, numerous lives have vanished within the enshrouding white mists. Despite these ominous circumstances, the Earl of Anaheim defied nature's grip, hosting a lavish feast for neighboring lords and loyal bannermen. Amidst the revelry, men vied for favor, proffering gifts and attempting to prove their mettle to win the affections of the Earl's daughters. Yet, these offerings left the Earl unimpressed, and the aspiring warriors garnered little regard. Amid the hopeful contenders, a conspicuously adorned young lord from House Tusk, a notorious faction reviled by the Kalamar populace, stood out in his resplendent attire and armor. Nonetheless, the Earl, a paragon of honor, granted the young lord an audience, even as he leaned on his battleaxe.
The youthful lord beseeched the assembly, proffering both gold and silver gifts, and broaching the prospect of an alliance to foster kinship between the families. While the Earl appreciated the declamation, he abstained from influencing his daughters' decisions. Each of the three daughters, after scrutinizing the gifts and hearing the discourse, individually rebuffed the suitor, each with her rationale. Unyielding, the young lord targeted one daughter, endeavoring to sway her, but her denial remained resolute. With the festivities concluded and the participants in repose, under the cover of night, the young lord and his retinue abducted the very daughter he had sought to claim. The alarm reverberated through Anaheim, stoking the Earl's wrath. News spread rapidly, culminating in a reward for the daughter's safe return, beckoning able warriors and skilled hunters to action.