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The World of Sarramea
This is a wiki that covers all aspects of the world of Sarramea, which I run as the setting for my DnD campaign.
Cast
PC's
- Steve - Shauni -- Half-Elf Scion
- Steph - Clara -- Dragonborn Paladin
- N/A - Mr. Burton -- Dragonborn Fighter
- N/A - Skreech -- Halfling Rogue
NPC's
- Asht Halfback -- King of Barka
- Orlaf the Orange -- Dwarf Wizard
- Zhinka'el -- Daemon
- Burk Thala -- Dwarf Tavern Owner in Senafe, Great-Great-Grand Nephew of Orlaf
Locations
- Sarramea (World)
- Barka (Kingdom)
- Tellero (City of Barka)
- Senafe (City of Barka)
- Dakinsha'el (Domain of Zhinka'el)
Story So Far
The group was initially gathered to clear out an old and abandoned Wizards Tower to make room for King Halfback's new Wizard. Upon getting there and clearing it out, they receive and ominous message from a disembodied voice to not meddle in the affairs they have walked in to. Confused, they head back to the King to report on their quest. The King, seemingly oblivious to what has happened, charges them with treason for no reason and has them locked up and schedules their beheading later that day. A helpful guard slips them a key which allows them escape, and upon fleeing realize that the King has hired mercenaries to find and kill them outright. In hiding, they find the Wizards great-great-grand nephew Burk Thala, who explains the history behind his uncle.
Realizing that the only way to finish this, they go back to the Wizards tower and right what went wrong. They perform the ritual that is said to open a portal that will allow them to talk to Orlaf. Upon entering it, they find themselves in the Etheral plane, in an exact reconstruction of the tower. Fighting up through the levels they finally find Orlaf. Defeating him in battle he doesn't 'die' as it were, he 'fades' only to have his body replaced by a daemon. Taunting the Paladin, the Daemon jumps through a dimension door (to his own domain) and pulls the rest of the party in. They are then sent to the Ever-Changing Chaos of Limbo, to find themselves fighting off a gang of Slaadi, before inexplicably the rock they fight on is destroyed.
As they're flying off away from each other, useless against the winds of Chaos, a man in a horseless golden chariot comes around and picks them all up, takes them away and pushes them through a planar portal, where they land in a grassy meadow behind the house of Correllon, the god of the Elves. Correllon gives vague explanations as to what the party has gotten into, and offers a solution to "heal" King Halfback. It turns out the King himself is possessed by a Daemon unknown, and to restore the kingdom to what it once was, they have to feed him a potion that will not allow him to be possessed any longer.
After succeeding in this task, they realize that a long time has passed since they initially cast the ritual to get into Orlaf's tower (a year, to be exact). Much has changed in the kingdom, and as a reward the party now has a free house they can use as home-base.