CAMPAIGN: KHIRIM FÔRRÉST

KHIRIM FÔRRÉST

INTRODUCTION:

CONTENTS

1. CAMPAIGN

2. FÄNN ANG Að

3. ZJÛRN ISSIN VWÓDTDÁIN

4. HÂRTRÏ FOLK

5. ANMA

6. SAURTÛRÓN

7. RULERS

8. NORTH JÖTT DESCENDED FROM IFERKHELMIÔR

9. FÄNN

10. ITTON

11. ÛRZÜMÂRÓS

12. HÂRTRÏ CALENDAR

13. EARTH DAUGHTERS

14. SEVEN FOLK

15. IRS & IAURL

16. BROTHERHOOD OF THE OAK

17. PEOPLING OF THE WEST

18. AZVRAD AMLOCH

19. ðÉNÓS

10. NINE STONES

21. NINE TOWER-TREES

22. HÂRMADIM

23. ESSÂRIN & THE SEVEN

24. SEVEN HEAVENS IN THE EAST

25. EKHLIF ZIVID BABAT

26. INDRASÓS

27. HÂRTRÏ CARTOGRAPHY & GEOGRAPHY

28. ELMARIKHAM GEOGRAPHY

29. IZERN

30. VLÓVÉÂR

31. KÄ ÜGÂR

32. VRÜKEL & VÓS

33. FÔRRÉSTLING ENCYCLOPEDIC DICTIONARY

34. FAMILY

35. LAND DIVISION

36. ZOSSERN

37. ILFÄR

38. ILFÄR LIST

39. KINGSHIP AMONG THE FÄÂR

40. AGE & SIZE

41. ÓKHILLAÐ & THE ÓKHILLAÐEN

42. SVALNCRIALNTÓS

43. HOUSE, GENERATION, CASTE I

44. HOUSE, GENERATION, CASTE II

45. HOUSE OF ÂRMAð, HOUSE OF ARAS & THE WESTERN PEOPLES

46. GLOSSARY OF COMMONLY USED TERMS & PLACE NAMES IN THE FÔRRÉST

47. ELDERDONNA

48. MAURVEKKÂR

49. PLACE NAME ELEMENTS & PERSONAL NAME ELEMENTS

50.

51. MAPS

52. 20-21st CENTURY FÔRRÉST & ÜGÂR

53. ELENVI

54. THE FRONTIER & MARK-LANDS

55. THE FOREST KINGS

56. VÓSDÜRKÂR

57. THE CRISES IN THE SOUTH

58. BOOKS OF SÇERÜZ

59. INVÓKATI & INKANTATI

60. THE GUILDS

61. KRONKEL OF 20th CENTURY SA

62. BIOGRAPHIES

63. GENEALOGY

64. GLOSSARY

65. DM

66. PLAYER

67. GAME PLAY

68. CHARACTERS & NPCS

69. CHARACTER CLASSES

70. CHARACTER DEVELOPMENT

71. HOUSE, GENERATION, & CASTE

72. COMBAT

73. MAGIC

74. GUILDS

75. THE GAME

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INTRODUCTION

THE CAMPAIGNS

Campaign Progress

In an attempt to grow the characters into individuals close knit with both the broadening clues to the larger campaign and the land and people around them as levels are attained and small adventures turn into large adventures at the end of each adventure the chracters may advance levels and years rapidly but in depth. In this way as they leave behind the adventure of Suspicious Cgharacters at the Old Eng, at the completion of Experience Point distribution and number of years will be added on before the next adventure and the DM will also distribute education, family background, and other experience in the ensuing years.

Campaign I BECOMING: Exploring Qimdrasil

The first campaign is designed to flesh out the character and to get some bearing as to who the character is

Adventure I: Gate-Camp of North Qimdrasil: Each night at dusk the gates are closed to Qimdrasil, the Sïit, and Vaumaç. Near the gate those wanting entrance in the morning will bed down around fires and under tent or with whatever cover they can muster. Various én and classes of folk separate into groups and areas arounf the gates. At night thieves and other Freebooters and Outlaws may take advantage of the gate-waiters, including seers and other soothsayers, pick-pockets and the Aroquin (racoons) in the north. At the south gate their are raiders and woodland beasts that may come among the gates camps. Guards in the north will warn the folks there about of the dangers that they may face but once the gate is closed for a night it will not be opened until dawn. They gate-camps are great places to meet the wide and varied types of people who come to Qimdrasil.

-Aroquin (raccoons): There are five tribes of Hóç Âróquin, a Hwåð or Fäâra grouping of én related to the raccoon that live in the north and around the area of the so called Lau Âróquin.

-Seven Steps to Hell: Near the north gate is an ancient låkað cemetery.

Adventure II: The City of Qimdrasil

Adventure II A: SUSPICIOUS CHARACTERS AT THE OLD INN: The start of the accumulation of clues towards the finding of the Nine Stones. A suspicious character is asking questions in a local tavern about the characters.

Adventure III: Guilds of Qimdrasil

Adventure III A: THE CROWS OF KIMDRASIL: Something has the great crow population of Kimdrasil acting abnormally. What has caused this issue.

Adventure III B: The Awyven

Adventure IV: Market & Shops of Qimdrasil

Adventure IV A: KILLING IN THE BELLTOWER: The great bell tower of Kimdrasil was established and built by the Maurvekkâr. What is secret and who damaged it.

Adventure V: Docks of Qimdrasil

Adventure VI: Temples of Qimdrasil

Adventure VII: Forts of Qimdrasil

Adventure VIII: Väl dä Qimdrasil & Lütz Zalm

Adventure VIII A: KÖN ARROKUÉN WARNING

Campaign II HÂRMADIM: Exploring the Kirin

Adventure I: Fiad Service: THE BORDERS OF HARMADIM

Adventure I A: THE MYSTERY OF ZIDON KIANÇ

Adventure II: Northwood Warrant

Adventure III: Escort Service: ESCOURT TO THE KÖNANIM NORTH: Verim Nelbreð, King’s Agent

Adventure IV: Murders Most Heinous

Adventure IV A: DÜRKÂR IN VIðÜ K’VROð

Adventure IV B: FOREST KINGS ON THE BORDER

Adventure IV C: A Raid, A Party of Bandits

Campaign III SOUTH BEFORE THE SEÄ Exploring the Southern Kirin.

Adventure I: Travelling South

Adventure II: River Raiders

Adventure III: Service on the Çjil

Adventure IV: Pirates

Campaign IV ITTON

Campaign V TO KIRIM: VRÜKEL & VÓS

Campaign VI SÇERÜZ & THE NINE

MAIN CAMPAIGN: CRISES IN THE SOUTH, SÇÛRÜZ, THE NINE & KIRIM

Adventure: NEW YEARS DAY

Adventure: A Trip South

Adventure: BOOK OF SÇÛRÜZ

Adventure: A TRIP TO THE LIBRARY

Adventure: BANDITS ACROSS THE BORDER

Adventure: RAIDERS IN THE SOUTH

Adventure: DÜRKÂR RAID IN THE WEST

Adventure: THE MYSTERY OF THE MISSING BARGES

Adventure: THE THE FORTRESS VELKLEF

Adventure: The River Tomb

Adventure: Chasing Them South

Adventure: Entering Vrükel

NOTES & SOURCES

6-2-15: Crist is the only metal that will injure an Irs, Iaurldôr or High Born including Elder Fänn, Jöttr, & Ós

6-2-15: There will be an injured Angal Watcher who was brought down by Crist edged Arrow heads.

6-2-15: The Crist Wars in the Forrest were fought because the Crist was the only way to protect from Eastern Elder Folk.

6-2-15: The Agent sent to the Elinvï by the Maurväççâr is likely a double agent or will have evidence implicating them as a

as a double agent.

APPENDIX