<div align="center">Area Events</div><br/>In the five years since the end of the Shadow War, humans have struggled to rebuild. After suffering catastrophic losses and the withdrawal of aid from all but the Collective Commons (consisting of Brial, Elecrians, Gnomes, Nixies, Pixies, etc.) the human race is holding its breath and has turned to the most powerful among its ranks to ensure that it isn’t snuffed out or dominated utterly by the Chosen or other antagonistic forces.<br/>Flameweaver was elected head of the Council of Accord some time ago, but has recently vanished, leaving a vacuum of power and all humans north of the desolate Grey Lands feeling vulnerable and uneasy. The Blooded, the clone-like military Flameweaver controlled and used to protect and maintain the human lands, have become free-minded in his absence. Some have splintered off, becoming brigands, while others have become adventurers or continued what they were doing before; albeit, for pay now. On top of the issues with the Blooded, predators have begun flowing north to take advantage of the situation. It is not entirely uncommon for humans, drow, and others, including monsters, from the south to wander north and attack human settlements.<br/>Traveling anywhere north of the Durus Mountains is, therefore, unsafe.<br/><br/><div align="center"><em>GM note for all players:</em></div><br/>Use the above information as you see fit. Feel free to consider this a prompt to include brigands and odd monsters in your posts, should you desire. Few, if any, will be traveling with riches or treasure though.<br/><br/><div align="center"><strong>Starting City</strong></div><br/><div align="center">Map (forgive how crude it is)</div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">(http://i945.photobucket.com/albums/ad295/Dariusfallenstar/Rp%20Scenario%20Pics/DulonLandingGM.jpg)</div></div><br/><strong>Current time of year:</strong>Spring<br/><strong>Current Environment: </strong>Cloudy/storms rolling in from off the ocean. The waves are constantly choppy.<br/><br/>The following information is available to anyone who asks around, so feel free to weave it into your play as you wish. See the map as a reference:<br/><br/><strong>Overview:</strong>Dulon Landing is a relatively small dock town that has been mostly (over half way) rebuilt due to its nature as the primary port to Dulonia. As a port town loyal to Accord, Dulon Landing is (mostly) a sleepy place, thanks in part to the combined efforts of Magistrate Hari and the Water Elementalist Siara with her Elemental Knights Tuzen (Water) and his wife, Elemental Knight Miko (Earth). Together, along with a few volunteers, they keep the town relatively safe – however, they do not have the resources to worry about the area outside of the town.<br/><br/>Plot Hook:<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Blood Elf Invasion: A few months ago a group of blood elves rolled through the area. They were deflected by Hari and Siara, but they’ve taken residence in the olive groves about 15 miles south of the town. These blood elves appear to be batshit insane, but recent reports state that a group of adventurers have severely culled their numbers. </div></div>Plot Hook:<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body"> Mysterious Tree: Word is that Charles Larluck often took trips south of town to investigate a mysterious tree; no one knows what for, but some believe he got his greatest wealth (and perhaps subsequent murder) from that location. </div></div><br/><div align="center"><strong>People and major venues in the city</strong></div>Note: the city has a fairly sizable population, mostly of humans, many of whom are fishermen. There are relatively few homeless, though there are piles of debris around the city, where destroyed buildings have been moved.<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Magistrate Hari: Magistrate Hari is a wizened old assassin, once disciple of the Great Steel Shadow. He makes his heritage and training known, going so far as to have several objects of power in his home that he says were once owned by the Steel Shadow (Shadowy boots, mithril weapons and armor, all blackened, tools of an assassin, scales of rare beasts, all on display). Hari himself seems a worn down man who carries no visible weapons. He keeps the peace in the town and would be obliged if the adventurers would help with a few issues in and around the place. <br/><br/>Sal’s Seaside Trade: Sal does everything. A dark-skinned Indian-looking man, he’s a profiteer originally from Trumviral. A multi-disciplinarian, Sal dabbles in everything (Jack of All Trades) and knows enough to make himself useful in many situations. He is also the town blacksmith for all needs that aren’t associated with his Shipwright business. <br/>   Sal’s Trade acts as both general store and conveyer of many mysterious and highly collectible art pieces. <br/><br/>Bold Bison Inn: The Bold Bison Inn is administered by a half Giant half Ogre named Boris. His wife, Bree, is a Half-ogre Golem. Given the nature of the proprietors, the Inn is proportioned to allow large beings in and out, but most of the furnishings inside are for regular-sized people.  <br/><br/>Larluck Family: The LarLuck family (Head of Household Charles Larluck) was a dying dynasty. Rumors have it that a group of adventurers recently cleaned the house out, including ghosts occupying it. <br/><br/>Praetor Family: The Praetor family oversees almost all of the mercantile business in the city, now that the LarLucks are gone. The head of the Praetor household is Nancy Praetor – she rules her growing trade empire with her “body servant” Mer Ungin, an aging War Born and her multitude of children. <br/><br/>Envoy T’Charlon: Dulosian Trade Envoy to the city. <br/><br/>Elementalist Siara: Siara has lived in Dulon Landing for years. The town’s “Weather Witch”, she consults the seas, sea creatures, and acts as a midwife for the citizens. She also studies the movements and efforts of the war to the north while protecting the town from “highly visible” threats. <br/><br/>Melton’s Brothel: Melton’s Brothel is run by Melton Rosemond, a surprisingly affable and charismatic Nightmare Elf . The brothel has mostly young human women and boys, but also has a variety of other races available for the right price.<br/>   Melton is a notorious gambler and was known to gamble with Charles Larluck. <br/><br/>The Dock and Shipwright Sal’s: The dock is a mostly-reconstructed affair with two long piers for Dulonian trade ships and multiple smaller ones for local fishers and small-time merchants. Shipwright Sal’s is a massive complex of interconnected buildings where new ships are built and old ones are retrofitted – the place smells pretty awful. <br/><br/>Gravegraw’s Port Authority: Gravegraw is an ex-pirate with ties to the smuggling and illegal trade community. Mostly on the up-and-up now, he has one of the only Blooded in the town (Charsi) in his employee. </div></div><br/><div align="center"><strong>Callista Only Notes</strong></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Callista, you know that Hari was trained by the great Steel Shadow (he doesn’t hide the fact at all). In him, you see a prospective trainer, ally, or any number of other opportunities. Should you want into an elite assassin’s guild, he might be the man to talk to. In addition, you’ve learned through your contacts that there may be opportunities for an assassin to freely improve his or her skills in the area, as the blood elves are open sport. In addition to these hooks, you may have your own motivations for being here.<br/></div></div><br/><div align="center"><strong>HollyWillow Only Notes</strong></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Hollywillow, you come from Grace, just north of the city. You believe that the mechanism that has allowed the great elven war to last so long may reside near Dulon Landing (shortly after a mammoth creature was spotted nearby the war began). Though elven mages and oracles have been unable to discern whether or not the events are related you may still have faith. You know of an elven man currently in the city who does, Cucordin Howe. In addition, there’s said to be a local Stone Druid, who may provide you with additional insight into your druidic nature. Also, there are numerous local horses, recently freed from captivity, who may need your succor. In addition to these hooks, you may have your own motivations for being here.</div></div><br/><div align="center"><strong>Nemea Only Notes</strong></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Nemea, you know that Dulon Landing may have the key to obtaining the Elven artifact and have been directed here by your mother as the first place to search. You’ve traveled nearly two weeks by boat to dock on location. You know that the elves have already scoured the location, due to events associated with the time of the beginning of the war happening nearby (the sighting of a mammoth creature just north of the city), but your mother has told you she had a vision and is determined to see you off. In addition to your mother’s whims, you know that being in the town grants you access to a variety of other locations and peoples and is far from the grasp of your own kind. Other players haven’t been as strong armed into the location as you. I’m a little sorry. Promise.</div></div><br/><div align="center"><strong>Sol Only Notes</strong></div><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Spoiler: Click to Show/Hide</div><div class="spoiler_body">Sol, a great storm raged through the land recently and it drew out your nature, leading you away from judgmental, suffering humanity and monstrous events in Accord to Dulon Landing. The trek has not been easy: it’s taken you months, literally, to travel there, mostly by foot. You’ve been wise, kept out of sight of any who might harm you, and lucked out, finding what you needed to survive along the way. Though Dulon Landing has nothing overt and obvious for you, you do know that the Dulosians, currently at war with the Chosen, are supernatural artisans and you may be able to hone your unique skills from their kind. Other players haven’t been as strong armed into the location as you. I’m a little sorry. Promise.</div></div><br/>