Despite the lushness of the land and abundant fishing from picturesque and defensible cliffs, Pandoram has never been considered one of the jewles of Ome-Lune's nations. Much of that is because of the lasting impact of the nature of the royal family, which outsiders often call mad. Even those raised within the boundaries of the great nation have a similar, if less dangerously worded, opinion. Many ignored the sudden rise of an unknown drow woman to the status of crown princess as it was positively mundane and harmless compared to the old king's decision to gain infernal aid in managing his entertainment or, as others would say, governance.
When King Idirum II was finally and fatally stopped from continuing his aggression in the face of overwhelming danger, most worried about how the new queen would deal with the terms of the peace. They focused on the wrong thing; the queen was more than co-operative in getting the war to stop until the great summoning seal could be undone. But in celebrating her ascension to the throne, Queen Acryll proved herself in good company among the kings and queens of Pandoram.
The great warrens were raided, one of her supernatural supervisors was sacrificed, and a grand supernatural arena was created to serve as entertainment for the great feast and even later into the year. The massive warping of space to allow for four groups to reenact, better, or worsen the deeds of heroes gone by drained the demon seal constantly. This is cold comfort for those who have died in the magical terrain, like group six who threw alchemist's fires to wipe out ghostly foes but in doing so ignited barrels of mining powder. It is also very cold comfort for the just called and gathered group twelve. Which you are a part of.
Between supernatural force and more normal force, participation was mandatory to whoever was called by the queen or her relatively unknown inner circle.
When the magical field has finished shifting, the group finds itself in a rather bucolic and ancient looking village, overrun by goblins in a very different way than most mean the phrase. The majority of these goblins have the telltale glow of stellar summoning about them and either due to poor or overly strict orders they utterly fail to use the dwarf sized clothes and tools that are all around. Otherwise they attempt to act and react as 'normal' villagers.
As the situation and aftereffects of the transportation wash over and off the group a slightly familiar pair. The halfling smith seems more comfortable playing a dwarf bodyguard than the half-giant mine owner he played for the previous group, even as he struggles with the strongman outfit; despite likely being stronger than the person it was intended for, the proportions mean that he must constantly shift it to stay comfortable and unexposed after a few steps. The goblin 'necromancer' seems quite happy to have a role that doesn't put her in front of a half-dozen blades and has her resplendant in human sized jewelry instead of a corset of bones. She is a bit less enthusiastic about the human sized dress, which even with her generous assets always threatens to trip her or come completely off.
"Here to find my sons/daughters, right?" Other than that one word, the pair speak in energetic unison, reading from a sheaf of paper that they no longer care to hide.
When King Idirum II was finally and fatally stopped from continuing his aggression in the face of overwhelming danger, most worried about how the new queen would deal with the terms of the peace. They focused on the wrong thing; the queen was more than co-operative in getting the war to stop until the great summoning seal could be undone. But in celebrating her ascension to the throne, Queen Acryll proved herself in good company among the kings and queens of Pandoram.
The great warrens were raided, one of her supernatural supervisors was sacrificed, and a grand supernatural arena was created to serve as entertainment for the great feast and even later into the year. The massive warping of space to allow for four groups to reenact, better, or worsen the deeds of heroes gone by drained the demon seal constantly. This is cold comfort for those who have died in the magical terrain, like group six who threw alchemist's fires to wipe out ghostly foes but in doing so ignited barrels of mining powder. It is also very cold comfort for the just called and gathered group twelve. Which you are a part of.
Between supernatural force and more normal force, participation was mandatory to whoever was called by the queen or her relatively unknown inner circle.
When the magical field has finished shifting, the group finds itself in a rather bucolic and ancient looking village, overrun by goblins in a very different way than most mean the phrase. The majority of these goblins have the telltale glow of stellar summoning about them and either due to poor or overly strict orders they utterly fail to use the dwarf sized clothes and tools that are all around. Otherwise they attempt to act and react as 'normal' villagers.
As the situation and aftereffects of the transportation wash over and off the group a slightly familiar pair. The halfling smith seems more comfortable playing a dwarf bodyguard than the half-giant mine owner he played for the previous group, even as he struggles with the strongman outfit; despite likely being stronger than the person it was intended for, the proportions mean that he must constantly shift it to stay comfortable and unexposed after a few steps. The goblin 'necromancer' seems quite happy to have a role that doesn't put her in front of a half-dozen blades and has her resplendant in human sized jewelry instead of a corset of bones. She is a bit less enthusiastic about the human sized dress, which even with her generous assets always threatens to trip her or come completely off.
"Here to find my sons/daughters, right?" Other than that one word, the pair speak in energetic unison, reading from a sheaf of paper that they no longer care to hide.
This is based off a bit of local history, so even if you don't have ranks in any of the knowledge skills I call for, you can still roll. You're just limited to the lower two tiers of knowledge.
History and Local have DCs of 5, 10, 15, and 30
Nature and Arcana have DCs of 20
The Knowledge skill Nobility and royalty has DCs of 8, 10, and 15
History and Local have DCs of 5, 10, 15, and 30
Nature and Arcana have DCs of 20
The Knowledge skill Nobility and royalty has DCs of 8, 10, and 15