Show pageOld revisionsBacklinksCite current pageBack to top This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. /* À compléter : DM*/ ====== L'Aurore de Dolurrh ====== <ifauth @admin><alert type="warning"> name = Aurore de Dolurrh|population = 104|races = Mostly [[Humain]], but includes handful of [[Nains]], [[Elfes]], [[Gnomes]], and [[Orcs]].|size = Small Village|country = [[Droaam]]|source = [[Dragon Magazine]] 365, pg. 63-67|local ruler = Galifar Wynarn}} **Aurore de Dolurrh** is a small village, with the primary population aged to the equivalent of Humains in their mid-to-late twenties. There are no village elders or children, and only one pregnancy. The people know nothing about the outside world, and the few who have set out in search of a greater civilization have never returned due the dangelrs of the [[Forest of Flesh]] or the environs of [[Droaam]]. The village is surrounded by a high stockade wall of sharp tree trunks, with access available by climbing roped, or through a pulley system for heavier loads. ====== Inhabitants ====== * [[npc:galifar_ir_wynarn|Galifar Wynarn]] (male Humain warlord) * [[Ashalyn Vol]] (female Elfee cleric) * [[Aundair du Wynarn|Aundair Wynarn]] (good female Humain wizard) * [[Cael Vadallia]] (good male Elfee Ranger) * [[Dorius|Dorius Alyre Korran]] (evil male gnome wizard) * [[npc:kaius_ir_wynarn_i|Kaius Wynarn I]] (male Humain warlord) * [[karrn_le_conquerant|Karrn]] (evil male Humain warlord) * [[seigneur_kordran_morin|Kordran Morin]] (lawful good male Nain) * [[npc:roi_jarot_ir_wynarn|Jarot Wynarn]] (male Humain fighter) * [[Jhazalen Elorrenthi]] (female Elfee Ranger) * [[Lhazaar]] (evil female Humain rogue) * [[npc:malleon_le_ravageur|Malleon Kas]] (evil male Humain fighter) * [[Rasha'Toorn]] (good female orc) * [[Sasselassum]] (male hobbit rogue) * Talas Thorn (Male Humain) A figure of dark legend, Mordain the Fleshweaver was driven from Les Douzes after his attempts to create new life went horribly awry, and since then he has lingered in L'Ombres of Droaam. “The Forest of Flesh” describes some of the terrors that exist in Mordain’s domain. But the woods hold wonders as well as horrors. The strangelst of these is the village of Dolurrh’s Dawn, a bizarre point of light deep within the Kingdom of Monsters. Dolurrh’s Dawn is a village of 104 people. The origin of the village is a mystery even to those who live there. On Dravago 11th, 996 AR, these people awoke in their beds in the village. Each one of them remembered his or her name and the name of the village . . . and nothing else. Despite this amnesia, each villager found that he or she could draw upon talents lying beyond conscious memory—skills he or she couldn’t remember learning. This last year has been a struggle for survival in a very dangelrous land. Working together, the people of Dolurrh’s Dawn have crafted weapons, learned to hunt the vicious beasts of the forest, and slowly created a life in this savage land. A village of amnesiacs appearing from Nulle Part is strangel enough, but the inhabitants of Dolurrh’s Dawn haven’t even realized the true extent of the mystery surrounding their little community. The people of the village know their own names, but they remember nothing about the past . . . and as such, when they first awoke, they didn’t recognize any of the other inhabitants of the village. But the first travelers who discover this village are in for a shock. A Nain named Kordran serves as the town blacksmith. His face might seem familiar to anyone who has been to the Bastions de la Nation, and it shouldn’t take long to realize why: They’ve seen it carved into the side of the Monts Ferreux, in a monument over a mile in height. He is Seigneur Kordran Morin, the greatest king to ever rule the realm beneath the mountains. The mudspattered huntress is Lhazaar, the explorer who led Humainity to the shores of Khorvaire. Galifar I sits at a table with Karrn the Conquérant and Jarot, the last ruler of the kingdom Galifar founded. This is a village filled with heroes and legends—yet none of them remember their heroic deeds, nor do they possess the full skills spoken of in the stories. So what are they? Has Mordain found a way to pull these ancient spirits back from the afterlife, in violation of the laws of Dolurrh? Or are these people simulacrums created by the Fleshweaver—clones with vestiges of the heroes’ memories, but no true trace of their souls? Either way, what does Mordain have to gain from this experiment, and why has he chosen the subjects that he has? ===== The People of Dolurrh’s Dawn ===== At a glance, the inhabitants of Dolurrh’s Dawn can fit into any village in the Cinq Nations. While mostly Humain, the village has a scattering of other races, including a handful of Nains, Elfes, gnomes, and even orcs, spread among the community. Most are dressed in homespun clothing, and the calluses and dirt on their skin tell the tale of their struggle to survive. They are all roughly the same age, once racial deviation is taken into account; the Humains are in their mid- to late-twenties, with the other races at an age that would bring them to a similar level of maturity. But there are no village elders and no children—and so far, only one pregnancy (that of Aundair Wynarn). The people know absolutely nothing about the outside world. Those few who have set out in search of a greater civilization have never returned; presumably they fell prey to the many dangelrs of the Forest of Flesh or the equally hostile environs of Droaam. As a result, a number of theories are circulating around the village. Some believe that this is a form of afterlife. Those who have memories of arcane lore believe they have been transported to another plane of existence—either the madness of Xoriat or a sort of Quorienen dreamscape. In any case, all the villagers are surprised and thrilled to encounter travelers from the outside world. Some might treat stRangers with suspicion, fearing that this is a trick of the forest, but the majority begs for tales of the world beyond the woods and anything that can fill the gaps in their memories. Most of what the villagers know comes to them as instinct. Aside from their names, most of them have only vague memories of their former lives, glimpses seen in half-remembered dreams. Malleon is a brutal soldier, but he doesn’t remember how he learned to use the greataxe; likewise, he remembers nothing about Lhazaar, but he feels a basic loyalty toward her. The Nains in the village have rallied around Kordran Morin. The Wynarns know from their family name and broad physical resemblance that they must be related, but they don’t know exactly how; lacking any evidence to the contrary, they’ve assumed that they are all siblings or cousins. If the PCs reveal the true relations between these people—including the fact that Karrn is a distant ancestor of Galifar—it could improve relations, or it could make them much worse. Here are a few of the more remarkable inhabitants of the village. Galifar Wynarn (male Humain warlord). This is Galifar I, the man who united the Cinq Nations and created a kingdom that lasted for a thousand years. Even in this village of generals and kings, his charisma and ingenuity are truly remarkable. Galifar brought order after the villagers first awoke, and he coordinated the construction of the stockade wall. He has become the de facto leader of Dolurrh’s Dawn, but many envy his influence, especially Karrn, Dorius, and Malleon. Ashalyn Vol (female Elfee cleric). An Aereni necromancer born five thousand years ago, Ashalyn laid many of the cornerstones of the faith that has evolved into the modern Le Sang Divin. While a cleric, she was once also a wizard who possessed knowledge of a vast array of rituals, especially those involving necromantic magic. Either she doesn’t remember her past . . . or she’s choosing to hide it from her companions. Aundair Wynarn (good female Humain wizard). A daughter of Galifar Wynarn, Aundair was one of the greatest wizards in Galifar’s army. Kind and gentle by nature, she is working with Ashalyn and Dorius to try to reconstruct their memories of magical rituals. She and Cael Vadallia fell in love, and Aundair is six months pregnant with Cael’s child . . . which could be the first Demi-Elfe in Dolurrh’s Dawn. Cael Vadallia (good male Elfee Ranger). A legendary Tairnadal archer from the Age of Géants, and a distant ancestor of the current high king of Valénar, Cael Vadallia is also a skilled hunter. He has used his talents as a bowyer and fletcher to craft weapons for the village. A noble soul, he instinctively despises cruelty and tyranny and dislikes Karrn and Malleon. Dorius Alyre Korran (evil male gnome wizard). The founder of the Bibliothèque de Korranberg and a brillant scholar, Dorius plays the part of a kindly arcane sage. However, behind this mask he is a greedy schemer who seeks personal power. He won’t challenge Galifar openly, but he is quietly using Karrn and Malleon to undermine Galifar’s influence. Kaius Wynarn I (male Humain warlord). Kaius is the son of Jarot Wynarn, and he is the leader who rebelled against Mishann of Cyre and instituted the harsh Code of Kaius in Karrnath. Some PCs might know that Kaius I exists as a vampire in Khorvaire; this reborn Kaius is drawn from the point the current Kaius “died,” and he is neither as dark nor as ruthless as his later sElfee. He is a proud man who cares deeply about the safety of the people of the village, and he has become the “innkeeper” of the Lever du soleil tavern, where he tends to the daily needs of the villagers. Currently he is a strong supporter of Galifar, but he is growing closer to Ashalyn Vol. If Ashalyn recreates the rituals of the Le Sang Divin, perhaps Kaius will become a vampire once more! Karrn (evil male Humain warlord). The founder of Karrnath, Karrn the Conquérant is a brillant tactical warlord. His flaws are his cruelty and his ego, and these have kept the other villagers from turning to him for leadership. He is deeply jealous of Galifar, but as a tactician he realizes that the village can’t afford to lose such a skilled man. Nonetheless, he often challenges Galifar’s decisions, and this tension will only grow over time. Kordran Morin (lawful good male Nain). Kordran is the greatest king of the Nain nation that once lay below the Monts Ferreux—a nation destroyed long ago by the daelkyr. Kordran is a calm, wise person and has chosen to support Galifar. He is a skilled smith and has created both weapons and tools for the community; now they are in desperate need of ore. Jarot Wynarn (male Humain fighter). The last king of the united Galifar, Jarot is the weakest of the Wynarns in all senses of the word. His greatest flaw is his paranoia, and he will be the first to accuse PCs of treachery or deception. He is a skilled siege engineer and helps to maintain the village walls. Jhazalaen Elorrenthi (female Elfee Ranger). An ancestor of the Elfes who would eventually form Maison Phiarlan, Jhazalaen is a battle dancer who supposedly blinded a king of the Géants with her graceful motions and flashing blades. In addition to hunting the beasts of the forest, Jhazalaen entertains the villagers with her dazzling performances. Lhazaar (evil female Humain rogue). Lhazaar is the explorer and pirate queen who led the first great wave of Humainity to Khorvaire. The circumstances of her death remain a mystery, since her flagship disappeared in a great storm. Lhazaar is détective and charismatic, with some of the talents of a warlord supporting her deadly skill with her blades. She is intrigued by Galifar and so far she has chosen not to oppose him; however, this could easily changel. She is one of the most active explorers in the villager and knows much about the Forest of Flesh. Malleon Kas (evil male Humain fighter). During Lhazaar’s colonization of Khorvaire, Malleon earned the sobriquet “the Reaver” due to his brutal slaughter of the native Gobelinoids. He is a Géant of a man, possessing immense strength and a fearsome glare. Though he lacks the memories of his past, he is devoted to Lhazaar; however, she is more interested in Galifar. Malleon would love to see Galifar slain and Lhazaar in his place. Malleon is a vicious bigot and despises all nonHumains. Rasha’Torrn (good female orc). The Gatekeeper druids brought an end to the incursion of Xoriat into Eberron, and Rasha’Torrn brought the druids together for that final ritual. She has yet to regain access to her mystical powers, and many of the villagers distrust her because of her race. Nonetheless, she is wise and a skilled healer, with great knowledge of the natural world. Sasselassum (male hobbit rogue). Born in the Plaines de Talenta thousands of years ago, Sasselassum is a trickster whose deeds are the stuff of hundreds of Talentan folktales. Though clever and experienced in the ways of the natural world, Sasselassum is impulsive; his curiosity and impetuous nature often get him into trouble. Talas Thorn (male Humain). Talas is a priest of the Légion Souveraine, born in Sharn in the year 687 AR. He is friendly enough and a talented healer, but otherwise unremarkable—a man who left no mark on history. However, many remarkable events occurred during his lifetime . . . could it be that his role in them was never discovered? Was he one of the worst serial killers in Sharn’s history? Was he a secret servant of Le Voyageur, or an agent of the Seigneurs Des Cendres? Or is he just the kind priest he appears to be? These are just a few possibilities. Many other historical figures could be interesting. Aeren, the prophet who led the Elfes away from Xen’drik. Aaren d’Bombardier, creator of the Guerrier de Fer. Tira Miron, the founder of the modern Église de la Flamme d'Argent. Halas Tarkanan, greatest leader of the aberrant forces in La Guerre des Marques. Erandis d’Vol, last scion of the Marque de la Mort. A lycanthrope from the time of the Silver Purge. Beyond this, many other people whose role in history is unknown, like Talas Thorn, could be here. Another option is to have a few people whose only real significance appears to be their connection to the player characters. The wife of the PC fighter, who was slain during La Dernière Guerre. The party’s favorite innkeeper, who was killed during a bar brawl with the enemies of the PCs. Why would Mordain choose to resurrect a simple innkeeper? Is this entire experiment being conducted for the benefit of the PCs? Or is there an important secret about the innkeeper (he’s an Inspiré plant; an agent of the Chambre; last member of an exotic bloodline) the PCs never discovered? <blockquote>Aside from their names, most villagers have only vague memories of their former lives, glimpses seen in halfremembered dreams.</blockquote> ==== The Shape of the Village ==== Dolurrh’s Dawn is a village under siege. The surrounding forest is filled with monsters and threats that stagger the imagination. Raging foulspawn, hungry gricks, and lurking Tisserande de Peaus are just a few of the horrors the villagers have to deal with on a regular basis. When the PCs approach Dolurrh’s Dawn, the first thing that they see is the high stockade wall surrounding it. Sharpened tree-trunks are lashed together, and deep gashes in the wood suggest the work of claws and acid. A half-dozen archers patrol the walls at all hours, ready to raise the alarm at the slightest sign of trouble. There are no gates in the wall. Ropes are used by those agile enough to climb, while a makeshift stretcher-and-pulley system allows larger objects to be brought up and over the stockade. Inside, Dolurrh’s Dawn is a study in contrasts. A number of ramshackle buildings constructed using the same limited resources as the wall are within the village. But the heart of the village has a few structures of quarried stone, with windows of hardened glass and all the amenities one would expect to find in Beaurefuge or Wroat. These are the buildings the villagers found themselves in when they first awoke. These include a well of magically purified water and a public latrine in the town square; a simple forge contained in the building where Kordran Morin works; and a few simple, solid cottages. The final structure is a large tavern, bearing a trade sign marked with the symbol of a sun rising over a black field. The locals call this Lever du soleil, and it is both the town hall and canteen for Dolurrh’s Dawn. The Wynarns have laid claim to the living quarters in Lever du soleil, and Kaius has taken over the maintenance of the building. In general, however, the villagers are living a hard frontier life; whatever they need—including ore for the forge— must be found in the wilds. Many of the villagers would consider something as simple as paper and ink to be a treasure; the mages of the village have been using a variety of makeshift materials to produce a book of rituals. The people of Dolurrh’s Dawn have little to offer outsiders. However, the hunters and gatherers have become adept at finding food in the deadly forest. The crafters of the village are nonetheless masters of their respective trades, and this might be an opportunity for PCs: Kordran Morin might have limited resources, but he’s still known as one of the greatest smiths in the history of Khorvaire, and an axe forged by his hands could have considerable power. ==== Using Dolurrh’s Dawn ==== Dolurrh’s Dawn can serve many different roles. To begin with, it is an unexpected sanctuary in a dangelrous place. It’s not easy to find a safe haven in the Forest of Flesh, and adventurers who have used their last healing surges in a battle with Tisserande de Peaus might be thrilled when they see the high walls and friendly lights of this village. The DM needs to decide the degree to which the inhabitants of the village have recovered their old skills (something which can vary by individual). If the villagers are 1st-level characters, then they might need the party’s help to survive the deadly threats posed by the forest. On the other hand, if the people of the village have regained their legendary skills, they might be powerful allies in a struggle against an epic threat—or a source of unexpected treasure. While the weapon might not be pretty, an axe forged by Kordran Morin or bow carved by Cael Vadallia could possess tremendous magical might. Another question is whether the villagers want to leave Dolurrh’s Dawn. Getting a hundred people across Droaam would be a challenge in its own right, but the greater issue is the impact these people would have on the world. If it can be proven that Galifar truly is who he says he is and not a doppelganger or demon, how would his return affect the Cinq Nations? What would happen between the living Kaius and the vampire? Might Karrn the Conquérant seize Karrnath away from Kaius and start the war anew? Upon learning about the fragile state of the world, Galifar might insist that all the villagers remain in Dolurrh’s Dawn, refusing to let their return bring chaos to a fragile world. In addition to serving as a backdrop for adventure, Dolurrh’s Dawn could also serve as an origin for a character. There’s no reason the villagers have to be NPCs. If he wanted, a player could choose to play the reborn Galifar, Karrn the Conquérant, or any other figure from history. Reborn in Dolurrh’s Dawn, he has made his way to the Cinq Nations—what happens next? Does this reborn champion have an epic destiny to fulfill, or is he Mordain’s idea of a cosmic joke? If its people resemble the heroes of the past but have few of their powers or skills, Dolurrh’s Dawn can be used as a strangel village in a surprising location. If the villagers possess some of their old talents, it can be a source of powerful allies or deadly enemies. Either way, Dolurrh’s Dawn is a remarkable place—and a disturbing sign of the power of Mordain the Fleshweaver. </alert></ifauth> {{tag>["Lieu"]}} {{tag>["Géographie"]}} {{tag>["Droaam"]}} {{tag>["DM"]}}