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Halfast Campaign
Gonham Campaign
RoachKings Campaign
Gusseaux Campaign
313 - 339 RKcFirst30 1982 - '83
Krandox Denots    

Player Characters

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PLAYER-CHARACTER LIST

King Krandox of Halfast - human / wraith

General Denots - stone giant

 


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Notes from the GM

Timeline of the Halfast Campaign
[ Click any title to read the entire entry below ]

Lia
Date
Adventure / Event Real
Date
Before the Modern Ages
Ancient History - The Magi

N/A

prior to 300 The Necromancer

1975

300 - 313 The Kingdom of Halfast

1982

313 - 339 King Krandox 1982 - '83

Notes from the GM

This was the very first DragonQuest™ campaign I ever ran and it began in late 1982. I had played the game a few times, but I wasn't completely fluent in the mechanics. This campaign was an experiment, really, and I did 2 interesting things at the outset:  I had the players roll up "evil" characters and I gave them lots of Experience Points so they would be fairly powerful. I wanted the characters to have some punch so that I would be forced to learn more of the system more quickly.  Doug Miers rolled up Krandox - a fairly powerful human necromancer - and Myron Thomas rolled up Denots - a stone giant fighter with a sinister side. We role-played some minor expeditions first, so we could all get better acquainted with the game system in general & the combat sequence in particular. Then I designed my first major DragonQuest "dungeon" - Castle Belgier - over the Christmas break of 1982 - '83. I continued to run this campaign for several months.

These adventures occured decades ago, so I really have no idea about the specifics, but I do remember the broad strokes. Eventually, these characters were set aside and the players rolled up new, beginning-level characters of their own choosing, which became the Gonham Campaign.  However, the deeds of King Krandox of Halfast would reach the ears of those characters as legendary horror stories about the South West in the First Age of Man.

--- Charlie

Ancient History - The Magi

For uncounted centuries, the world of Lia was the domain of the Magi - an immortal, yet human-like race with a powerful natural ability to manipulate manna. Even the elves were no match for the magical prowess of these wizards. While the elves were master spellsmiths with the elemental forces of nature, the Magi could tap into other sources of manna & channel forces that the elves could not. For instance, they could summon & bind powerful denizens of the outer planes and some of the wizards bargained with these beings for untold dark power over mortals. The Magi also could channel the rich field of ambient manna on Lia & use it for thaumaturgy, the generic magical art of manipulating the environment & other beings and bending them to one's will. Over time, the elves learned the thaumaturgy of the Magi and the wizards learned to channel elemental forces as the elves did. However, nearly all elves refused to delve into any magic that brought demons & others of their ilk to this world. Those elves who did learn the dark arts became the Drow. So, the balance of power between the elves & the Magi did not change until the introduction of a new sentient race to the world of Lia - humans.

By the beginning of the First Age of Man, only a dozen of the ancient Magi were left.

Each of these surviving wizards had customized his/her powers over the centuries and they each specialized in one particular magical domain. Those 12 whom the humans would come to call the "Great Wizards" included the Namer Eman, the Sorceror Detem, the Mentalist Belcor, the Illusionist Manif, the Aeromancer Bris, the Aquamancer Regen, the Pyromancer Ardiente, the Terramancer Intero, the Celestidigitator Himmel, the Necromancer Kann, the Black Mage Nestor, and the Summoner Obedecor. Although Eman & Obedecor were half-brothers, they held diametrically opposed points of view regarding magic and they were constantly at war with each other. From these 12 Magi would come the 12 "Colleges" of magic that exist to this day at the Towers of Trimon - the premiere university of magic on Lia.

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The Necromancer
(with a nod to Neil Peart, Rush, & Hugh Syme)

For as long as anyone could remember, the Morkán Rain Forest had been the home of the Necromancer Kann. In fact, the jungle had been named "Mor-Kann" ("home of Kann") long before the current resident known as "Morkán" (a senile old ent) had sprouted its first branch.

Even in the First Age, it was widely known that the road into Kann's realm was lined with peril & that the air was charged with fear. Many told of the silence that shrouded the forest there and the shreds of black clouds that loomed in overcast skies. Common belief held that the intensity of Kann's dread power could be felt from a great distance, weakening the body & saddening the heart of anyone who forded the River Dawn and turned south. Songs passed down through the generations warned that the shadow of his nearness weighed "like iron tears" upon those who journeyed into the dark & forbidding lands of the Necromancer. His tower stood deep in the swampy lower section of the jungle, where the brooding Necromancer kept watch with magic prism eyes. Gazing into his prisms, he viewed all his lands & immediately knew whenever helpless invaders were trapped in his lair. Few who had ventured there had ever returned to tell the tale. Legend said that intruders into Kann's realm ultimately would become empty, mindless spectres; stripped of will & soul, only their thirst for freedom giving them hunger for vengeance.

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The Kingdom of Halfast

The Kingdom of Halfast lay just north of the Morkán, encompassing all the fertile lands between the rainforest and the Kirshin Desert. This land had a long & storied history, but the reigning king was a noble man who had the love of his people. The kingdom enjoyed a certain level of peace - it was allied with Cuifastai (the neighboring kingdom across the river to the east) and the nomadic bedouin tribes in the desert to the north weren't unified enough to present a serious threat. Furthermore, the channels of the Lesi Nais (the rocky islands off the western coast) were far too treacherous for any serious attempt to invade by sea. The only real threat lay in the rainforest to the south, but the Necromancer had been something of a "sleeping evil" for more than a generation.

Around the year 300, Kann began planning & implementing ways to corrupt the king of Halfast, but found him to be of too strong a character for this. As an alternate plan, Kann decided to overthrow the king. The Necromancer could have waged an all-out war against Halfast using armies of skeletons & zombies, but he realized that this would be a slow march and that it would allow the king time to call upon his ally to the east for aid. Kann decided that a small elite strike force would be best and he set about patiently building that force. Taking control of Halfast was to be the first step in a grand scheme to turn the entire southwest quarter of the world into a land of the living dead; he could afford to take his time.

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King Krandox [1982-'83]

By the year 313, Kann had spent over a decade teaching the necromantic arts to an eager young apprentice named Krandox, a human from the city of Wuldoth. Kann had taught him the basics of animating & controlling the dead, as well as some specialty spells & rituals. Krandox had become powerful in his own right & Kann encouraged him to recruit some fighters with deadly skill as bodyguards. Krandox found one huge fighter named Denots - a savage stone giant from the hills of Westen - and he never felt it necessary to look any further.

That autumn, Kann sent Krandox & his extra-large associate to infiltrate and take Castle Belgier in Halfast and he offered Krandox the throne if he could take it. Krandox & Denots found a way in through the drain system and released all the prisoners from the dungeons below the castle. Krandox re-animated all the castle guards they killed them, giving the intruders a substantial force of zombies with which to fend off attacks from other castle guards and to create diversions. They eventually killed the king & secured the castle [I believe it took them several gaming sessions] and Krandox immediately assumed residence.

Kann was quite pleased with his apprentice and quickly arranged a coronation ceremony, where he officially placed the crown of Halfast on the head of Krandox. He gave Krandox only one directive: wreak as much havoc as possible on the neighboring peoples & sovereignties. King Krandox soon began a campaign to eradicate the bedouin tribes to the north, then declared war on the kingdom of Cufastai. After that, he invaded the dwarven mines of Kâr Düm. He became notorious for re-animating the fallen soldiers of any force that came against him, turning them to fight against their own. Krandox took many surrounding kingdoms in his quest for power. He would be remembered for millenia as one of he most horrific & ruthless rulers in history.


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Halfast Campaign Maps

 


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