Chapter I: Betting Starts Now
Hans Weissman/Harry Baldman:The sound of the bells tolling drowns out the excited cheers of the crowds. The old but well-kept walls of the monastery give you a nostalgic feeling of when you first arrived at the Waterbell Monastery. You walk down the red carpet towards the altar, where you are greeted by the Archbishop and his deacons. Father Wellborn, your mentor and the first friend you made here, puts the honorary robes around you and gives you his blessing. To your sides are the mentors that have taught you for this very day: Gall Gerfen the Merchant, Con Eisler the Crusader Knight, and Lili Jude the Diviner.
You kneel before the towering Archbishop, clad in ceremonial robes and attached biomagic arms. His face is shrouded in a mask adorned with symbolic eyes, representing the High Father's all-seeing gaze. His voice booms as he prepares your body with rites and passages from the Holy Text. You feel the High Father pass through you, and soon the ceremony is complete. You are taken to the armory and are given the blades and armor of the Crusader. You walk outside where you are greeted by the cheers of the crowds, and you meet the settlers who you will lead to colonize the Wilds.
The happy faces of the villagers and the excited screams of the crowds fills you with courage. You greet the foreman of the settlers, who fills you in on the details. Soon, you are off. The caravans bounce up and down, not because of the roads, but because of the jumping of excited children. You take a final look at the monastery, and wave goodbye to your mentors. Today is the day that humanity will retake their place. The day that the High Father foretold. Today is the day of the Third Crusade.
A week later you have arrived at Barrow's Pass, a rugged, cold land. The area is relatively flat, and is the closest you can get to without having the danger of being torn apart by renegade demons that have remained after the Second Crusade. The settlers start to unpack and the scouts report of good locations to start. They reported a river nearby that would be a good place to colonize, but they fear the Plagueskipper that lies in the cave nearby, where the river starts, is polluting the river. The only way to clean the water is to slay the Plagueskipper.
Jonathan Markson/GreatWyrmGold:The chirps fill the forest as you walk down the cold soil. Your instincts warn you of the myriad dangers the Wild Mother has placed ahead of you, and you skillfully manage to dodge having to cross paths with them. The forest in Barrow's Pass was a small one during the Second Crusade, but after the villages were destroyed the forest spread like wildfire, ironically. Many beasts not native to the Barrowlands have moved here in search of food, and following them are their predators. As instructed by your instincts, you have moved to Wildroot Forest. The Wild Mother has sensed danger nearby.
The beasts here are abnormally powerful, and come in a wide variety, thanks to animal migrations and to the leftover magic by the demons. Many beasts you encountered were corrupted and twisted, and the Wild Mother willed them to be put down. The trees grow tall, blocking most of the sunlight. The forest stretches of acres, and the sound of wildlife never stops. Despite Barrow's Pass being a cold and desolate area, the demon energies allowed life to flourish, albeit a twisted and cruel life.
As you look for a place to rest for the time being, a rustle warns you of danger. You spring upwards, spear at the ready. You ready yourself for anything. A dire bear, a razor-fly, or any other wild beast. Instead, you see a hoof made of wood step out of the bush, and a gnarled hand with branch fingers step out. A smirk appears next, and followed by the full head of the creature. The head his adorned with two horns like large branches. The hunched figure steps towards you. Despite his intimidating features, you immediately relax.
"Dammit, Gnar. What are you doing here?"
The elf looks at you in a mocking bewildered face. "Whatever do you mean? I merely followed you to ensure your safety!"
You scoff. "You? Caring someone other than yourself? Amazing. Go back to the Grove, Gnar."
"Jonny, come on. You think that the Wild Mother would send me out here just to be sent back?"
You roll your eyes. "Fine, what do you want?"
"One of her children, the Greatskipper, has been corrupted by foul magics. It is polluting the stream, and twisting its denizens. It must be put down."
"Where is it?"
Gnar points towards a large cave, which you can barely see through the underbrush. You look at him. "Gnar, I don't have elfen eyes. I can't see."
"Fine, just look for the settlers. They'll be loud enough to hear."
"Settlers? Like human settlers?" You turn to face Gnar again, but he has disappeared. You sigh.
Just wanted to get it started. You can start betting on who will beat the Plagueskipper after you PM on which Pro you bet on. PS. Sorry for the sloppy writing. Been a while since I've GM'ed. Also, if you want to ask about the setting or history, just ask!