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Barony SeastormBarony SeastormAt the north end of Greenvale just east of Auldfort lies the small independent Barony of Seastorm. This Barony is fertile cropland, settled by tenant-farmers seeking better land than the over-used soils of Old Greenvale. The largest of the new Baronies, it has over 6,000 people settled in its bounds. Like Old ’Vale, it is mostly small villages, manors and knightly fees. The Baron is Lord Kellem Windrider, the son of a younger son of the previous Count of OldCounty. It has been established about 45 or 50 years. Like the barony of Aermon, they have begun breeding mounts; the great Vor horses that otherwise run wild on the plain. The main town is known as Kelvar’s Rest, after the current Baron’s father, Lord Kelvar. It has a population of about 3,000.
Lord Kellem Windrider, Baron of Seastorm, male human Ftr10/Nob4: CR 13; Size M (5 ft., 7 in. tall); HD 10d10+20 + 4d8+8; hp 109; Init +6 (+2 Dex, +4 Improved initiative); Spd 30 ft.; AC 12 (+2 Dex); Attack +17/+12/+7 melee, or +15/+10/+5 ranged; SV Fort +10, Ref +8, Will +8; AL NG; Str 19, Dex 15, Con 14, Int 9, Wis 12, Cha 17.
Languages Spoken: Common. Primary motivation: a desire for action, adventure and excitement.
Skills: Disguise +9, Forgery +4, Handle animal +17, Hide +2, Intimidate +5, Jump +12.5, Listen +1, Move silently +2, Ride +9, Spot +1
Feats: Ambidexterity, Blind-fight, Combat reflexes, Dodge, Leadership, Lightning reflexes, Mounted Combat, Power attack, Toughness, Weapon focus (greatsword), Weapon Focus (shortbow), Weapon specialization (greatsword).
Lord Kellem rides a pegasus much of the time. The pegasus is named Seawind. Kellem is an adventurer first and foremost. He admires courage and boldness, loves a good drink and a good story. Unfortunately, he also loves a good long adventure. Too often he leaves the barony in the hands of his most trusted friends and advisors, his old adventuring buddies, while he goes off on long hunts and quests for treasures he no longer needs to win. His wife, Lady Arnora, is the one who rules in his name most of the time he is gone. Kellem and Arnora have three children, ages seven, four and four.
Kellem has these followers: 75 1st level 7 2nd level 4 3rd 2 4th 2 5th 1 6th
and 1 cohort of L13 (his wife, Lady Arnora)
Arnora, female human Nob13: CR 12; Size M (5 ft., 6 in. tall); HD 13d8-13; hp 44; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex); Attack +7/+2 melee, or +12/+7 ranged; SV Fort +3, Ref +7, Will +9; AL CN; Str 6, Dex 16, Con 9, Int 9, Wis 12, Cha 19.
Languages Spoken: Valer (native), Mistlander (3), Harothan (3), 2nd Empire (2), Dwarven (1), Elven (4), Orcish (1)
Skills and feats: Disguise +10, Hide +3, Knowledge (nature) +14, Listen +3, Move silently +3, Speak language +14, Spot +3, Swim +13, Wilderness lore +15; Alertness, Exotic weapon proficiency (whip), Leadership, Point blank shot.
Primary motivation: A desire for power.
Arnora is manic depressive. Much of the time she is fine, but especially when Kellem is not around she becomes moody, withdrawn and temperamental. Her decisions become erratic, based on whatever offends or upsets her at the moment. She is easily manipulated by those around her, often to her disadvantage. Her illness dates back to childhood.
Kellem suspects that the boys are not his sons, and favors his daughter. He tries hard not to blame Arnora for her unfaithfulness. he has no idea she was raped. Their marriage is not good, but Kellem is too honorable to shame her by publicly denouncing her, and so they struggle on. Arnora is too afraid of the priest to tell Kellem anything. The priest swore he would kill both her and the children if she spoke out, and she believes him.
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