Points of Light

War for Al'Torang Recap

Points of Light is the exciting sequel to the War for Al’Torang. The War was set in the Northwest Province a beautiful and rugged land protected on its eastern border by the Keep of Al’Torang. The Keep sat nestled between the Great Redwood Forest and the Dragon Spine Mountains to the north; the majestic Illian Ocean to the west; the rugged Black Hills and the treacherous River Tom to the south; and the Great Plains of Baal to the east. It guarded a tactical pass through the Dragon Spine Mountains providing the nobles, farmers and merchants in the lands closer to the Illian Ocean safety from the savage nations to the east. The land being rich with trade routes, safe harbors and natural resources is a hotbed of trade, politics and war.

The objective of the War for Al’Torang was to follow along with a group of heroes as they discovered the pitfalls of pluralism and relativism; holding to truth and valor they chose good over evil. In the course of the three adventure campaign they learned three valuable lessons based on the choices they made. First, they choose to be their brother’s keeper; taking the road less traveled they counted the cost and rewards that choice bears. Second, they uncovered the motivation of evil; choosing to stand in the gap between the weak and the abyss that sought to destroy them. And finally, they discovered truth; choosing love over power for all existence.

During the War for Al’Torang the Keepers of Al’Torang battled to thwart the plans of the nefarious Wizards Council. First the Keepers wiped out a bugbear army and stopped the evil elf-mage Eeole’s resurrected ancient red dragon Maug from destroying the Keep. Then the heroes battled against the fire giant Gorshon and won the final showdown with Eeole. And finally with Jonathan dead and the demon general Torang’s prison compromised the heroes scoured the depths of hell to secure peace and liberty for the Northwest Province.

As Points of Light begins, though, we discover that while a great victory for the Keepers the war was ultimately won by the evil Wizards Council. The Council trapped the Keepers in Lord Torang’s prison; forever eliminating the only force of liberty and justice strong enough to resist their evil plans. Now in a world void of heroes the Council’s despotic rule crushes hope from all who fall under their shadow.

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Faith of the Fallen Preview

Generations have passed since the legend that those heroes once were protected the land. Now we begin a new in Sparrow Down. This modest city has grown in size and reputation boasting a hub of critical trade and valuable resources for the Northwest Province. As time has marched on, however, the yoke of the Wizards Council has become wearisome and heavy. Goblins mix freely with humans in a city rift with crime and corruption. Honest men toil under heavy civic duties while ghoulish aristocrats grow drunk with power and greed. The spirit of fear has grown oppressive to the citizenry; many of which no longer hold memory of justice or liberty let alone a hope for their future.

It is in these desperate times that our new heroes must begin to grow into paragons of hope, valor and justice. For in this battle they cannot fight alone. This is a war over hearts and minds, not land and honor; and in this battle apathy is as terrible an enemy as tyranny. They must marshal their forces. They must restore the Faith of the Fallen.

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Faith of the Fallen Recap

In Faith of the Fallen our fledgling heroes joined forces with the famous Red Fletcher to stand against the advances of the Wizards Council. Foiling several treacherous ambushes from the evil Black Adder the brave party went on the offensive. Infiltrating the chateau of the nefarious Councilman Mesfert they discovered clues sending them to the haunted Forest of Mist. Surviving the shadows of the forest the heroes warned Princess Syier and the elf nation, Gunter the Great and the Resistance and the druid the One. Following subtle clues the party ventured on into the Tomb of Phenor’dyn the Mighty destroying the gnoll demonic scourge Farg and his liege the demon Bobo to retrieve the Pipe of the Forest.

Now armed with the pipe the allied forces of the Valley of Light held off the undead troll Deathknight Krang while the players conscripted the ghosts of an ancient battle to their fight and freed the dragon Xenon from her unnatural hibernation. Their quest complete the heroes returned just in time to push back Deathknight Krang and kill the dragon Strife’s son. The supernatural veil over the forest lifted and the valley was restored to the new heroes and the allied forces of the Valley of Light. The Faith of the Fallen was restored.

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Uncommon Valor Preview

Now our young heroes must stand against the relentless siege of the Wizards Council in the newly liberated Valley of Light. The infamous Deathknight Krang now fortified in the city of Sparrow Down hunts tirelessly for those who robbed him of his dragon prey Xenon. The brave allied forces of the Valley of Light face certain extinction unless they find a way to resist the ruthless advance of the Deathknight Krang—the hammer of the Wizards Council.

In the months following the last adventure our heroes fought courageously alongside the brave people of the Valley. Some fell in battle and others took dangerous assignments carrying them elsewhere in the struggle of light versus darkness. But now with winter bearing down, resources growing thin and reinforcements bolstering the deathknight’s forces arriving within even the valley itself the cry rings out for heroes. Some old and some new, the heroes must answer the toll for valor and attempt to turn the tide of evil.

It is in these desperate times that our new heroes must transform into paragons of hope, valor and justice. For in this battle they cannot fight alone. They must defeat despair with valor, rallying the forces of good for faith without action is dead. They must marshal their forces. They must step forward to fight against insurmountable odds with Uncommon Valor.

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