NPCs for Iolta and Thrain

Persons of Interest

  Being a Limited Listing of People and Beings In and Around Pellham

  Persons One May Find in Widdershin

Amena – proprietor of the Blue Lantern

Antha – owner of the Flower Shop, her florists moonlight as                Green Gowns

Argus – secretary and valet

Aspen – member of the Sovereign Council

Caleb – runs the Amorous Congress for discreet ladies and                 gentlemen

Gwidon – Seneschal of the Sovereign Council

Morgance – owns the Bunny House, a drinking                                          establishment that holds rabbit races and offers                      companionship for lonely gentlemen

Nessa – Priestess of the Temple of the Tuatha

Robert Mortimer – Lord Marcher and member of the                            Sovereign Council

Silvern – keel boat captain

Thug – half-fomori mercenary enforcer

Travis – riverside merchant

Valentrue – member of the Sovereign Council

People in Dun Daegal

Adric of Clan McMurdock – Ri of Dun Daegal

Pwyll mac Adric – Adric’s heir

Connor mac Cormac – farmer

Dairmaid mac Owen – vintner Donnall mac Airt – farmer Gallar Garmson – skald

Jon Kelsogson – blacksmith

Lughdal mac Dughal – farmer

Markus – Priest at St. Brendan’s Kirk

Njal Merrikson – brownsmith

Paulus – Priest at St. Brendan’s Kirk

Yorik Gimnerson – whitesmith

Sidhe of Ardenmore

Eldarlieth, Lady of Castlerock

Gramine, Lord of Castlerock

Ardlanth, Oracle of Thoan

Dvegar of Durvandell

Balin – Prince of Durvandell, Lord of Ormhall, Master of                   Clan Uldra

Alvis Allwise – Balin’s First Councilor


This is a list of NPCs my Players have encountered or have reason to know about.  It will be an ongoing work-in-progress.  Unlike my other posts, when I update this list, I won’t use a green font to denote corrections, updated material, or additions.

From the Ashes of Past Campaigns

Back in the mid 1990s, I tried to run a non-Realmorin campaign.  It was going to be based in Celto-Nordic setting with Greco-Roman invaders as the sometimes allies/sometimes enemies.  I had made many lists of important persons, each list based around a culture or or location.  I had a Bard NPC, who was the lynch pin to the campaign plot.  I got to pull ideas and uses from my Chivalry and Sorcery books.  It was great!

It ended with the first game.  It was not as quick an ending as the “Thirty Minute Campaign” (If you really want to know about this one, comment and I’ll try to develop a decent post about it), but it ended quick enough.  The game ended when one of my Players got it in his head to kill off the Camber McGregor – the Bard that my plot hinged upon.  The game folded at that point, because I saw no way to move the game forward and it seemed obvious that my Players didn’t care for this campaign.  It was sad; I was really invested in that campaign setting. (2013.11.23)

Twenty Years Later – I can make use of the lists of NPCs that I created so long ago.  I don’t even remember the plot line of the original campaign, but that doesn’t matter.  What does matter is the setting.  Iolta and Thrain is a Celto-Nordic setting.  I’ve got my reclusive dwarven kingdom and my hidden elven realms.  Norn is Viking-central.  I am thrilled to have players invested in the setting and since I am not thrusting a plot upon them, I can fill in the Spaces of Setting and enjoy it as much as my Players enjoy playing in it.


Do any of my fellow GMs have tales of getting to use things that they failed to use before?

Game On!

Plans of Mice and GMs

So, it has already begun…my Players are starting their own stories!  Yeah!  My best games come when I build the environment and my players move the action.  So, this may be really good.

Vadis Mal and Stone are spending money to find out which prostitution establishments treat their “employees” as free people and which ones use them as objects or slaves.  They plan on ending those that do the latter.  Adran is planning some divination events, but I haven’t gotten any e-mails from him, yet.

These two event-lines will surely take time away from anything that I have planned out and that is okay.  I realized that I set up this campaign, when I was still working under the 3E/4E “Campaign Arc” plan.  I don’t really like the campaign arcs.  I really need to work on my NPCs and settings and let the story build itself.  This is going to be a blast.

Here is a list of the NPCs in the Pellham Campaign.  (linked 2014.11.24)

So, fellow Game Masters, how do you experience Player initiative?

Game On!

Slow Beginnings (or How do I Mix my Plot Lines and my PCs)

So, on Sunday, November 09, 2014, I ran the first game of my Iolta and Thrain campaign.  While it was not my first 5E game, it is still significant, because it is the first game in a campaign created using plot lines from a selection of modules.  I’m going to have an interesting time of mixing my planned plot lines with my PCs’ goals.  Let me attempt to explain my dilemma.

Provided Plot Lines (Taken From my Modules)

Restore the Monarchy – includes prophecies of reborn kings and pretenders trying to claim the throne

Get Help from the Druids – includes an overland journey and diplomacy

Defeat the Risen Evil – your standard stop Cthulhustyle story with ancient artifacts and dungeon crawls

These are all doable plot lines and would not require to much tinkering to build into a campaign arc, if I so chose.  Enter my PCs.

The Player Characters

Vadis Mal – male, human paladin – His family was betrayed in a power struggle and he was sold into the slave pits of Thulsa Set in Inverness.  During his time in the slave pits, Vadis was possessed by Spirit of Cernunnos and learned it was the Horned God’s will that all be free.  Vadis escaped; now, he and a fellow escapee have begun a campaign of punishing those who would enslave others (slavers, pimps, evil nobles, corrupt governments, etc).  (2014.11.14)


Stone – male, human barbarian – Captured as child, Stone was sold into slavery in Inverness.  He met Vadis in the slave pits of Thulsa Set and watched over him when the Spirit of Cernunnos came upon him.  When the revolt came, Stone fought alongside Vadis and now follows him in his quest to bring Vengeance upon those that would enslave others.


Ravah Rothardotter of Clan Uldra – female, dwarf fighter – Ravah was the last of four daughters born to Rothar Bloodaxe and his wife.  After her mother was killed in a fomori raid, Ravah was raised by her father alone.  He taught her to fight and named her his heir, since he had no sons.  Ravah served in the Dwarf Crown army and was recognized for her achievements; she reached the rank of sergeant before her father died.  While the clan elders recognized her as her father’s heir, they did it out of their respect for her father, not because they believed she was worthy.  Incensed, Ravah gave her holdings to her eldest nephew as a wedding gift and left the Dwarf Crown.  On her way out, she helped two escaped slaves flee Inverness; they were Vadis and Stone. (2014.11.14)


Winguard – male, elf/human bard – Found on the steps of the Brotherhood of Brie, Winguard was raised by the scholars and minstrels dwelling there.  He grew into a young man who believes that everyone should be responsible for his or her own fate.  Winguard seeks to establish a new political order based on one’s own personal responsibility.  He joined Vadis and Stone, after Vadis journeyed to Brie to find a bard to immortalize their campaign against the enslavers in song and verse and to promote the ideals of freedom. (2014.11.13)


Adran Silverleaf – male, elf wizard – Born and reared among the Shadow Crowns of Thrain, Adran came to Pellham 300 years ago to study the collected works of the Brotherhood of Brie.  He is beginning to master the arts of divination and is much intrigued by the Prophecy of Llywelyn’s return.  Adran left Brie before he was forced to choose a side as various groups debate the meaning of the Prophecy.  He is traveling with Winguard and the others for reasons that he has yet to reveal.  (2014.11.14)

So, here is what I done so far:

     1. Created or shifted game world elements to fit proposed backgrounds.

2. Couldn’t find my revised copy of the Prophecy of Brie and didn’t give my Players any info on it in game.

3. Added two new characters to the Sovereign Council.

4. Added monsters from a previous campaign to the swamp near the Mad Druid’s home.

5. Altered the personality of the Mad Druid.

6. Hand waved the knowledge of the “Hand of Loring” because I forgot to give the Prophecy of Llywelyn’s Return.

7. Created 3 dryad sisters, Oak Ash, and Thorn.

8. Added hell coin carrying fomori minions working for Thulsa Set which were sent after Vadis and Stone.  (2014.11.14)

So, now my question is, “How close do I hold to my provided plots and how much do I build on my Player’s plans?”  I expect I’ll do much more of the later and once again prove that I am poor at using modules.

Game On!