Historical background Wren's background
Rise of the
Humans, decline of the Old Peoples:
Humans are a young race. The
other races once ruled all that they surveyed. They now simply
refer to themselves as the "Old Peoples". Long ago they
were proud of their distinctions. Sages knew who all of them
were: elves, dwarves, halflings and giants.
Each of the old peoples had a kingdom and with recorded history.
Though customs varied, the same basic laws protected individuals
throughout. Individuals traveled freely, and the region
prospered. Primitive surrounding tribes, such as the black orcs,
envied the riches of the region, but they always failed against
united Old Peoples.
Though old, orcs do not yet record history. An orc reproduces at
an alarming rate and grows larger than all except a giant. Its
short and brutal life span often ends invading the lands of
others. Other races have since appeared. Savage as orcs, they
nevertheless fared worse. Finally, though, a more subtle race
came along. They were the humans.
The Old Peoples were impressed by humans. Early in development
they began recording history. Though sometimes warlike, they were
always eager to trade and cultivate land. Sensing kindred
spirits, the Old Peoples welcomed them, sharing technology and
giving assistance when needed.
Then humans began to migrate. This was more subtle than the
simple invasions of the orcs. They expanded territory at a
surprising rate and bred almost as quickly as orcs. They traded,
made and broke treaties, and otherwise confused their neighbors.
Though some warned of the danger, most Old People were hesitant
to declare war on these chaotic humans. In less time than most
had thought possible, the balance of power had shifted.
A final council of the ancients formed. War with the humans was
deemed too costly. A great retreat was called for. Each race
would return to its forlorn origin. Elves would attempt a return
to the mythical forest of their origin. Giants would search for a
vast mountain range they called "deep hills". Dwarves
resolved to return completely to the mountains. Halflings decided
to remain, but would attempt hiding. Each departing race left a
faction behind. It was hoped (vainly) that humans would outgrow
their selfish ways and someday return what they had stole.
Elves and dwarves were the most determined to maintain a presence
within the new "civilization". However, only elves
stayed on the surface. Halflings, always terrified of combat,
decided not to form communities, and most went into mountain with
the dwarves, to serve as scouts at a future time. Giants were
aware that their large size caused humans to fear them, and their
small numbers would not be enough to stave off persecution. They,
too, decided it would be best to retreat with the dwarves and
help defend in case of attack.
***
Gateway
To honor the elves who would
be the sole watchers of human designs, the dwarf king decreed
that an impregnable gate would be constructed. The mountains held
a passage out of the lands now controlled by humans, through
which the Old Peoples might someday return, or the elf faction
might escape through. The king of the dwarves promised to guard
this "Gateway". Besides being home, his kingdom guarded
the Route of Retreat.
A tremendous gate forming the entrance to the mountain was
designed. Construction began immediately on a portal so massive
that no titan or dragon could damage it. Only dwarves could
determine its weight and size. Yet their mastery of stone and
metal machinery allowed its opening to be triggered by a mere
three keys.
Each key was given to an elf lord. The elves remained outside
after the Gateway was erected, still considering where best to
fortify a wooded settlement. Unfortunately, some of them had
stayed in contact with human friends. Evil-hearted Human leaders
learned of the "precious keys". Assuming they would
unlock vast treasure troves, they quietly raised an army.
Still overconfident, and believing the humans had nothing to gain
in attacking, the elves had not erected a proper defense. They
were shocked when an army of apparent pilgrims drew weapons and
sprang from a passing wagon train and the surrounding hills. The
battle was a disaster. In the ensuing route, elite assassins
tracked down and felled the key bearers.
Gathering the keys, the fortune-seekers unlocked the gate and
drove back stunned dwarves. They were were outraged to discover
no treasure. Locking the gateway to keep the dwarves at bay, the
army then set to quarelling over spoils left by the retreated
army. With the dwarves locked behind the portal, and elves
scattered, a third battle then erupted between the humans
themselves!
Later, elven rangers were dispatched to determine what had become
of the keys. They were led on a long quest before learning the
answer. After the thrird battle, the surviving leaders threw down
the keys in disgust. Those who won the fight scattered with what
they could steal. Some wounded left behind picked up the keys and
decided to leave also. But they never made it out.
Being the last to leave, these key bearers were not likely to
have been waylaid by other humans. Nor were there any orcs in the
area. There were, however, known to be some terrible multi-headed
beasts. These would prey upon small groups of humans. Likely they
found the stragglers, ate them, and perhaps swallowed the keys as
well.
No human considered the keys worth remembering, and elves were
afraid of drawing attention by returning.
***
Elven Survivors
Today, most elves do not know of the gate, the keys, or the poem
that tells of the usage of the Keys. Hope for change has faded.
The best thing about humans, in the words of many, is that they
now carry the burden of fighting orcs.
***
Dwarves
Since the Battle of Keys, all contact has been lost. They and the
giants were cut off from the outside. Doubtless they have the
ability to tunnel around the gateway, but that would invite
danger.
It is unlikely that the Gateway was collapsed. A promise was
made, and such between Old Peoples is seldom broken. The elves
and remaining halflings must have safe passage. So the gateway is
thought to still work, if only one can recover the three keys.
Of course, one has to wonder what has gone through the dwarvish
mind over the many years. They could not know that humans lost
the keys. They may someday return. This would doubtless form a
dilemma for dwarves. How to deal with a potential invasion?
Without the other races, they would not fare well. So it is
believed that beyond the gateway lie numerous traps and secret
passages, separating a visitor from the dwarven kingdom. On their
own, the dwarves will never pass through their many traps and the
gateway. It is for the elves to attempt, should they someday
regain the keys and the desire to pass through.
***
Adventure Landscape
Mainly deciduous forest with elements of conifers. In the
southwest there are moors. These become swamp to the southeast.
The area is mostly wild, but there is little undergrowth.
You are close to orc territory. About ten years ago, humans
suffered a major defeat fighting them and fled. The orcs did not
quite settle in, however, some humans have been returning.
Forest wildlife includes hare, roe deer, deer, fox, wild boar,
birds, squirrel, wolf, and so forth. Nature creatures are
sometimes seen entering or leaving "Dead Forest". There
is a constant (and some would say mounting) presence of orc
marauders.
*** Dead
Forest
A mountain river splits to forms a large island. Ancient dwarven
bridges (so large and well-built that garisons remain) span the
channels on opposite sides. The tallest trees known in the human
realm exist here. From across the chanel(s), they look grey.
Rangers for the local human duke reported the island to be
lifeless. Local settlers began calling it "Dead
Forest". With the help of talkative elves, this became the
island's official name. This pleased the elves - how better to
keep the curious away?
Elves know the truth. The trees are not dead, but their size and
extreme slowness to reproduce gives the impression that nothing
is growing. Doubtless the trees miss elves, who once helped fight
disease. Now no elf will enter, for fear of revealing the secret.
Sprites, left alone as guardians, harass orc and human alike.
Elves can only watch and worry. Yet the survival of the trees
inspires them in their own lives.
Background of Wren:
You are Wren, an elf woman on a crucial quest to try to find and
reunite the old peoples in a time of distress. You recall what
happened before you arrived:
It all started long ago, when you were only a child. You and your
parents were leading a peaceful life as farmers in a small human
village. You were the only elves there, but your neighbours were
nice and you never really noticed any hostility despite your
elvish heritage. This impression would change slightly as you
grew up. Sometimes the humans tended to keep to themselves, not
inviting you to their festivities and so. Often people would give
you strange looks if the summer had been too dry or the winter
too cold. But it wasn't until you were 15 years old, when the
tragedy struck, that you realized that many humans didn't like
you and your family. One day a boy called Ander came running to
the village, screaming that a big cloud of dust was approaching.
The people was frightened and your father, Elderion, went outside
to have a look. Elves have a very sharp eye sight and your father
quickly returned to the house, saying something to your mother,
in a language you had never heard before [- Dwarvish].
Your beloved mother Elana quickly prepared a sack with food,
clothes and so, and your father told you:
"Whatever happens you must not return here. We will not come
with you but you are a big girl now, right?"
You nodded slightly, not sure what he was getting at. The tone of
his voice was alarming and you felt a big blob forming in your
throat and tears were coming to your eyes.
"Be calm, Wren. You are an elf. I know you have been around
humans all of your life but now you must find the elvish
people."
You tried to ask him what was happening but he slowly shook his
head, saying:
"Now is not the time - listen to what I have to say."
So you listened.
"Bad creatures are quickly approaching this village. We have
been warned of this, but we never thought that it could happen.
Powerful human empires have always been feuding but now a Raiser
of Spirits has gained control over many lands. His armies are
going to crush all living creatures here and then they will
continue to Arundel, the lands of the Old Peoples."
"Arundel?" you said - You'd never heard of it before.
"Yes, we all came from Arundel once. Our ancestors returned
there a long time ago, when humans weren't as numerous as they
are now. Only a few of the Old Peoples stayed behind, to keep an
eye on what was going on in the world beyond Arundel."
"This world is now dominated by humans and the humans are
very unpredictable. We were hoping that the humans would become
sensible and not so destructive ... At times it seemed hopeful.
As I mentioned, every now and then some leaders determined to
conquer lands arose, but this time it is different."
"A powerful human leader has learned forbidden magic and is
invoking the spirits of the dead! With this power he has forced
other kingdoms to yield and join his dark cause. As we speak,
scouts of his armies are approaching this village."
"They are here to find and capture all elves, because they
know that we can warn the Old Peoples. Your mother and I will
keep the soldiers busy until you can escape."
Your mother and father kissed you one last time and your mother
said:
"This map will bring you to Dead Forest. There you will find
a way to contact our ancestors. Other elves may already be
looking for a way to find our ancestors. If so, try to join
them." With those words you were sent off.
As the soldiers arrived, the frightened villagers revealed where
your parents were hiding and a long battle with swords against
magic followed. You don't want to think about the rest. So, now
you are finally here, 2 years later. A young elf in an unknown
neighbourhood