Cabin Session II

The Maps

The Map


The isle of Trident is shaped like a three fingered hand with the fingers pointing southward. At the juncture of the three fingers lies the city of Din, surrounded by rich hills and farmlands. The westernmost finger is rocky and mountainous, though the eastern side is somewhat sheltered and features scattered trees and plant growth. The central finger is flat and barren to the west, and stony to the east, and the docks and piers of Din stretch along the eastern side. The eastern finger is hilly and dotted with a number of smaller towns and villages. North of the juncture the Dragonspine Mountains form the knuckles of the hand, and the northern half of the island is covered with rolling hills and dense woods.

Trident’s human government is feudal in nature, with the various rulers of outlying towns and villages offering fealty to the Trident King in Din. Leadership roles are hereditary father to son.

Lesser nobles maintain small military forces, with the King maintaining a somewhat larger, more formidable force. Military forces are typically foot soldiers in leather and bronze scale armor armed with spear and short bladed swords. Horses are rare on the isle so only the richest nobles maintain any sort of cavalry.

North of the Dragonspine the lands are dominated by Elves organized in loose tribes and wandering bands. They are more primitive the human inhabitants, but their woodcraft and fierce nature allow them to maintain the safety of their wooded lands. Both male and female Elves are fierce and combative, using light leather armor, missile weapons and knives with great effectiveness.

South of the three fingers of land three huge rocky isles, Stonetower, Rockfang, Clawspire, rise from the crashing waves of the Black Sea. These nearly impregnable isles are the homes of the Dwarven clans, who have fortified their island homes into massive constructs of stone and iron. Each Dwarven isle is autonomous though they join forces against non-Dwarven threats. The Dwarves have the secret of iron, and only rarely trade their fine goods to other races.

Humans and Elves get along uneasily, and each side has attempted to take lands from the other at various times. The Dwarves are clannish and isolationist by nature, and few dare approach their island strongholds.


These mountains run east to west across the breadth of Trident. The range soars skyward to heights of 15,000 feet or more. Broad swaths of foothills spread to the north and south, providing rich mining and pasturage for goats and sheep. Five main passes cut the Dragonspine from north to south. From east to west they are The Narrows, Gavin's Fall, Misty Hollow, Raging Pass, and Serpent's Tail.


The western finger of Trident features low hills, plateaus, and narrow vales dotted with springs and tiny lakes and ponds. Farms, orchards and pastures are scattered across the length of the peninsula. The Westfinger is the broadest of the three peninsulas that form the southern coast of Trident.


The central peninsula is much rockier and drier than Westfinger and Lowside. Its dry coastline serves as a base of operations for the fishing fleets of Din while the interior is planted in grains.


The rocky eastern shore of Lowside is constantly hammered by the pounding sea, but beyond the cliffs the flatlands provide rich farming fields and grazing grounds.

The Northlands

Beyond the Dragonspine lie the Northlands, the broad woods and hills that stretch from east coast to west. The Northlands are divided by two large rivers and a broad lake that lies between them. The north coast of the Northlands is varied, ranging from high cliffs to low sandy beaches.

Dwarven Isles

The three Dwarven isles, Stonetower, Rockfang, and Clawspire are sizable islands, featuring barren rocky cliffs and bluffs. Dwarven fortifications guard all approaches, though each does have a small fortified harbor. Rumor says the isles are carved and hollowed beneath their stone exterior, some even claim the isles are connected by tunnels and passages far beneath the sea's surface.

The Mainland

To the west the mainland stretches from north to south like a grim gray shadow. Tall mountains and narrow valleys filled with narrow bays or rocky gorges dominate the landscape. Strange humanoid creatures inhabit the upper slopes and interior of the continent. Human expeditions occasionally may forays into the depths of the continent, but few survive the trials of the journey.

Physical World

Trident is semi-tropical, with warm winters and hot summers. Portions of the Northlands are more jungle-like than forest. The daytime sky is blue and features a single sun, while the night sky features a single visible moon. The year is approximately equal to Earth's. The commonly used Bekai calendar divides the year into four unequal seasons, two longer (120 day) seasons corresponding to winter and summer, and two shorter (60 day) seasons corresponding to spring and fall. It is currently the year 243 in the common reckoning, which uses the founding of Din as its basis.

Civilization and Culture

There are very few cities on Trident. Aside from Din, there are two other human cities, Dunbridge and Westface. The Yundi have two stable population centers, Vanu and Shawl. The populations in human cities are generally about 5000 people, with elven cities numbering about 3000 people. There are many small villages and towns throughout the human countryside, while in elven lands there are wandering bands and small settlements scattered throughout.

A typical human village features a small inn and tavern, a smithy, and some sort of general market. There will generally be a market day where people will barter for goods. Some might have additional businesses such as stables, more specialized stores or crafters, but these are few and far between. Wandering traders and craftsmen pay visits to villages on a regular basis, suplementing the local talent and earning a small income for themselves. Most villages will feature at least a small manor house for the local lord. Most villages are (now) protected by hasty palisades, though some near the borders feature sturdier defenses.

Most human villages are connected to nearby villages with narrow roads and lanes. Similar roads lead to local farms and homesteads. Paved roads are unknown, and in many places the roads are wide paths at best. A typical elven village is much more communal in nature. Most goods are bartered and crafters operate out of workshops connected to their homes. Visitors are often invited to stay in the community meeting hall, and are treated as guests of the village.

Elven villages are connected by trails and tracks through the woods. There are very few roads in elven territories as elves generally do not use wagons or carts, prefering pack animals more easily maneuvered through their forested domain.

The Wilds

Though many areas of Trident are populated and civilized, even these regions carry an element of risk. Aside from the threat posed by the raiders, there are other threats found on the isle:

Of course the usual assortment of predators and prey can be found on the isle as well, in particular large cats roam the forested lands of the elves while wild dogs and wolves are common in the more open southern lands.

Weapons and Armor


Bone and bronze weapons are equivalent to their normal counterparts except they are more prone to breakage. Any to hit roll of 1 requires a save vs. crushing blow or be shattered (Bone save: 16+, Bronze save: 7+). Iron and steel weapons have no save requirements.

Weapons suffer a -1 to hit and damage penalty for each failed save.

Bronze armor is equivalent to the same type of normal armor with a -1 armor class penalty. There is no bronze chainmail. Bone armor is also available, equivalent to ring mail. Both bone and bronze armor must make a save vs. crushing blow (+4) if an opponent scores a hit with a natural 20.

Armor suffers a -1 defense penalty for each failed save.

Note that weaponsmithing/armorer skills can be used to repair damaged armor.

All weapons are equivalent to their standard weapon counterparts in all other ways (i.e. Weight, damage). Unusual weapons are noted below:

The Gods


The humans of Trident worship Ahn, the great creator and the keeper of order. Ahn is opposed by Shul, the destroyer. The priesthood of Ahn wields considerable power in human society. Worship of Ahn began with the Bekai, and was quickly adopted by the Lisan. Though the Farli pay lip service to Ahnish beliefs to avoid persecution, they also place great emphasis on ancestor worship.

There are three main orders:


The Elves worship Felanna, goddess of nature and life. The Elves believe Felanna is opposed by Halani, the god of death and chaos. Worship of Felanna is much less formal than the human priesthood of Ahn. Rather communal groups gather to worship her natural bounty. Priests and priestesses of Felanna often travel and work in groups to protect the natural order of things. They are known to have powers over natural creatures and plants, and some are rumored to take the form of mighty predatory beasts at need (14 CHA, 16 WIS).

Ahn - Archon

14 CHA, 16 WIS

Major Spheres: All, Astral, Creation, Healing, Protection, Sun

Minor Spheres: Combat, Weather


Archons may not bear bladed weapons

Archons have no armor restrictions

Faith level bonuses

Ahn - Esheron

15 STR, 10 CHA, 12 WIS

Major Spheres: All, Combat, Elemental, Guardian, Protection

Minor Spheres: Healing, Creation


Esheron must wield bladed weapons

Esheron have no armor restrictions

Faith level bonuses

Ahn - Halcon

15 INT, 10 CHA, 16 WIS

Major Spheres: All, Divination, Charm, Healing, Necromantic, Protection

Minor Spheres: Animal, Plant


Halcon may only wield staves

Halcon wear no armor

Faith level bonuses


14 CHA, 16 WIS

Major Spheres: All, Animal, Plant, Elemental, Summoning, Weather

Minor Spheres: Healing, Sun


Priests of Felanna only wield staves and bows

Priests of Felanna can wear only non-metal armor

Faith level bonuses

The Races of Trident

There are two main groups of Elves on Trident, the Feyin and the Yundi. The two races share a common language and general culture, but have very different lifestyles.

The human population is made up of three main groups, the Lisan are the primary race of Din and the surrounding territory. The Farli inhabit the foothills south of the Dragonspine. The Bekai are most commonly found in the low stony hills and dales of the southern peninsulas.

Though the Dwarves of the isles are autonomous, they share a common racial background. Dwarves are not available as a racial choice in this campaign

Starting Skills - All Races

All races start with the following base skills:


The Feyin are primarily deep woods wanderers, elusive and secretive. They are shorter than their Yundi cousins, averaging only 5' in height. They have pale greenish skin and dark brown or black hair and eyes. The Feyin are incredibly skilled at woodcraft, and prefer to attack from a distance and use trickery to overcome opponents. Feyin are agile and quick, though their cousins the Yundi view them as unsophisticated and simple.

The Feyin use well-crafted wooden bows strung with woven hair, sinew or fiber. In melee they use bone knives or short swords, though occasionally they may have bronze weapons of human origin.

Starting Skills – Feyin

Feyin speak Elven as their native tongue. Their native racial lore is Elven. Their native environment is woodland.

+1 Dexterity (19 max), -1 Intelligence (3 min)

Base +15% in spot hidden

Base +15% in move silently

Base +15% in hide in shadows

Base +10% in detect noise

Base +10% in set snares

Weapons proficiency with bow


The Yundi are generally sedentary, and tend to be friendlier to outsiders. Yundi are tall, most are over 6', and slender. Most have pale skin and silvery or white hair. Their eyes tend to be pale blue or green. Yundi tend to inhabit a single area for long periods, building simple but elegant homes of native materials. Yundi tend to be more thoughtful than their woodland cousins the Feyin, their sedentary nature providing them with more time for intellectual pursuits.

Yundi use bows much like those of the Feyin, though their warriors prefer bone short swords to knives. Yundi from coastal groups often use blades made from the wicked teeth of the giant Fangmaw, a dangerous, bottom-dwelling fish common to the coastal waters of Trident.

Starting Skills – Yundi

Yundi speak Elven as their native tongue. Their native racial lore is Elven. Their native environment is woodland.

+1 Intelligence (18 max), -1 Constitution (3 min)

Base +10% in spot hidden

Base +10% in move silently

Base +10% in hide in shadows

Base +10% in lore (special)

Base +10% in herbalism OR healing OR agriculture OR fishing OR seamanship

Weapons proficiency with shortbow, sword


The Lisan are the most common and dominant human race of Trident. They are a sociable race, though they prefer the company of their own kind. Most of the ruling nobility are Lisan. As a race they are large and stocky with dark complexions, hair and eyes. Physically the Lisan are strong and hearty, though they are not gifted with great intellectual abilities.

The Lisan are the most skilled crafters among the human races. Though the do not possess the secret of steel or iron forging, their bronze-working skills are second to none. Lisan warriors favor bronze short or broad swords, heavy thrusting spears and javelins.

Starting Skills – Lisan

Lisan speak the common tongue of the human races of Trident. Their native lore is Human. Their native environment is plains.

+1 Strength (18 max), -1 Intelligence (3 min)

Base +15% in 1 combat related skill

Base +15% in agriculture OR hunting OR animal handling

Base +15% in survival mountains OR woodlands

Base +10% in lore (religion Ahn)

Weapons proficiency with short OR broad sword AND spear OR javelin


The fiercely independent Farli are the smallest racial group on Trident. The clans live in small enclaves scattered along the Dragonspine's southern foothills. Short, slender, and pale, the Farli are incredibly tough and resilient, though their fierce and aggressive nature greatly hampers their ability to get along with others.

Farli favor slings and heavy thrusting spears to other weapons. Most clans are either hunter/gatherers or mine and trade to survive. The former tend to live further up the Dragonspine while the latter are found nearer the settlements of the Lisan and Bekai.

Starting Skills – Farli

Farli speak the common tongue of the human races of Trident. Their native lore is human. Their native environment is mountains.

+1 Constitution (19 max), -1 Charisma (3 min)

Base +15% in endurance

Base +15% in running

Base +15% in mountaineering

Base +10% in hunting OR mining

Base +10% in fire-building OR direction sense

Weapons proficiency with sling and spear


The tall and slender Bekai roam the southern points, living a pastoral existence. They are herders and fishermen, taking advantage of the rich waters and well-watered valleys of the southern coasts. The Bekai are an easy-going people in general, and many have joined the more structured lifestyle of the Lisan, settling easily into the roles of sedentary farmer or herdsmen. Many Bekai have risen to positions of great power within the religious orders of Ahn

Starting Skills – Bekai

Bekai speak the common tongue of the human races of Trident. Their native lore is Human. Their native environment is plains.

Base +15% in animal handling OR fishing

Base +15% in herbalism

Base +15% in seamanship

Base +15% in lore (religion Ahn)

Base +10% in direction sense OR weather sense

Weapons proficiency with sling and staff

Recent Events

The normally peaceful existence of Trident was shattered in 242 by appearance of raiders from the mainland. Though the fierce humanoid inhabitants of the mainland often send small raiding forces to harass shipping and raid coastal settlements, this time it was different. The longships of the bestial mainland inhabitants appeared in vast numbers along the western coastlines of both Westfinger and the Northlands, bringing hordes of fierce warriors and more disturbingly settlers with them. The southern reaches of Westfinger were quickly overrun, and refugees from the coast have flooded the streets of Din and other northern towns. Though there is little news from the Northlands, groups of Elves have been sighted in the normally uninhabited regions of the Dragonspine, leading some to speculate the raiders have made inroads into the woods and vales there as well.

During the winter of 242 the raiders stopped their advance and settled into the lands they had obtained. They built a series of simple forts along the Westfinger, and took over most of the previously human settlements. Spies report those humans captured by the invaders have been enslaved or slain and eaten. There are also rumors of other creatures seen with the raiders. These seem to fall into two categories, diminutive, stealthy beings who lurk in the shadows, and larger beings that may or may not be humanoid. The former seem to fight with the raiders, while the latter are seldom seen.

In the spring of 243 the raiders, with reinforcements from another wave of longships, resumed their aggressive attacks against Human settlements. In the late spring Elves began to stream southward out of the Northlands, indicating a renewal of the attacks there as well. Though the forces of the Trident King and his allies were prepared for these new attacks, the enemy seems to have a near infinite supply of warriors willing to fight and die for their cause. The enemy has also shown great sophistication and skill in battle, using siege weapons and magic to great effect. The wise wonder if the previously unknown races seen with the beast men are responsible for these improved abilities.

Even the normally aloof Elves have opened cautious negotiations with the Humans to find a solution to these new invaders. It is through these negotiations that a possible point of counter attack has been revealed. Elven spies have located a unique enemy stronghold in the Northlands, one where the strange, large allies of the raiders seem more common, and where the normal primitive wood structures of the beast men have been replaced by unusual spires and domes of glittering green stone. The wise theorize that this may be the home of whatever powers are using the beast men to carry out such an extensive campaign against the Human and Elven lands.

The Party

The members of the party are powerful members of Human or Elven society. They have been chosen or volunteered to journey to the supposed stronghold of the enemy and discover whatever they can about it, neutralizing the threat if possible. Though few in number each party member is a potent opponent.

Character Creation