The Syndicate

The Ruins of Dranor


The group embarked on their first mission, across 800 miles of sea. The long ship had been loaded and they were traveling at a fair clip and they were making great time closing on Kesmek. The eleven day journey proved to be challenging as each member of the group tried to find something to occupy their time. The Ninjas began by watching those aboard the ship, to study who was doing what, then they noticed the little cabin boys and how poorly they were treated. Thorn began to speak with the cabin boys, while chuck began to perform small bits of sleight of hand. Over a period of a few days, the boys began to trust the two Ninja and that was when Thorn took it upon himself to teach these young lads how to defend themselves in a fight. The training lasted nearly the rest of the voyage, with improvement on the part of the Cabin Boyz.

Meanwhile, Gard and his companion Scorn, studied the seas and the environment around them. They watched as the Ninja taught the children and the men toiled at work, rowing hard when the wind died down. One day near the end of their eleven day journey, the wind died entirely. The sailors were pushing themselves to continue to try to make good time. Gard stood up and went to the upper deck of the ship. He raised his hands and called upon the power of the wind to assist in furthering their journey to this forsaken land. The wind came upon the aft of the ship, filling the sails and surging the ship forward.

Gard began considering what he knew about this Island they were traveling to. The concept that it was a forsaken place is not that far off an idea. Ever since the rise of Gual, Kesmek had been tormented and enslaved. Kesmek was one long running conflict, with only a recent outside military influence from Licentia, who lost dramatically at the hands of the Dragon Shaman.

Five Years ago, The Pentacle brought the dead body of the King of Licentia to rest on his homeland, as was tradition. During their short stay their, The Pentacle discovered, the Red Dragon Shaman, led by three Red Dragons were enslaving every race their could in the territory. Gard knew that only the Minotaur had held out. The Pentacle engaged the Red Great Wyrm in his lair and slayed him. Now Guals Mate and their son controlled the island. When The Pentacle finished their task, everyone had been freed from slavery. The Pentacle left the island of Kesmek, bu Seth, The Paladin swore he would one day return to destroy them. Indeed he did return, but he failed to kill either Red Dragon, thus breaking the Treaty that was put in place, causing the enslavement of the races to occur again.

And this was where they were going. Approximately one and half days from Kesmek, the aura on the ship went from being positive, to an aura of fear. No one could place exactly what the problem was, or where it came from, but the entire vessel became domintated with an illogical terror as they grew closer to their destination.

The Druid, Gard was the only one who did not appear to be affected by the fear choking the ship. He moved toward the helm, gently moving the previous pilot aside. He let him lay there whimpering, while guiding the ship to the previously discussed landing point on the north side of the island.

The crew began to recover from the fear that overwhelmed them. Gard turned over control of the ship to the Captain and they sailed on. Arriving at the northern coast of Kesmek, also known as The Island of Despair, the three adventurers boarded a small dingy and were taken ashore. They were left to venture deeper inland, the Captain informed them he would stay until he was needed, they agreed to return as quickly as possible.

The trek inland brought them into a think forest. As they entered, a couple of them noticed a large metallic object sticking out of the side of the Volcano. They thought it curious, but then carried on. According to the information they received, The ruins of Dranor should be at the base of the Volcano, a couple of days travel inland.

The First Day was a spectacle of sights and sounds. The thick forest was dense enough to make overland travel difficult at best. The sound of nature echoed through the trees and a variety of animals called out for their mates. Birds, insects and other wild animals could be seen easily without much effort. Close to the end of the first day, the group noticed something out of the ordinary. Realizing they were being watched and followed, they dispersed into hiding. Gard noticed the creature first, it was a large Equine looking creature, with a large torso of a man, where the horses neck and head should have been. Gard though for a moment and realized he was looking at a Centaur. These creatures were practically unheard of in the modern world. Rumors and Myths of sitings reached back as far and most people could remember, but it as far as anyone knew, they no longer existed.

Gard began speaking in a very fluid and beautiful language, known as Sylvan. "

Welcome friend, we mean you no harm" Gard said.

“Why have you come here?” the Centaur asked.

“We have come to learn. We seek knowledge.: Gard replied.

Knowledge is Power


It was a cool night in the western sea. The waves slapped against the sides of the hull as the ship plunged forward to its final destination. The Isles of Valde Decor. Four messengers had been sent to the four corners of the known world to summon hand picked members for the meeting that was to take place on this night. Three ships sailed into port, precision-ally timed to arrive at approximately the same time.

As each member departed from their long voyage, the sweet smell of fruit and fertile soil swept into their nasal passages. Large leaves reached out from the trees, providing cover from the small trickle of rain that fell from the sky. The first to enter the small town was a a couple of Ninja, who were brothers and problem solvers by trade. They used special equipment to take on the appearance of travelers, with loose fitting clothes and large bowl shaped hats on their heads. They traveled to the tavern they were instructed to meet at. A place called The Wolf Pack Tavern. After speaking with the guards at the entrance, they entered. The Tavern was empty, save for the Bartender and a man sitting in the far dark corner of the other room. The two Ninja, known as Thorn and Chuck headed to the bar and ordered Saki, hoping some would be available. Their benefactor did not disappoint. A short time later a druid, known as Gardnarian Sunder and his companion, a large mage bred Ghost Tiger, entered the small town, noticing the scantily clad locals, which consisted primarily of humans. Each of the locals were going about their business, attempting to complete the days chores, before retiring for some much needed celebration.

Gardnarian, arrived at the tavern and presented his papers to two men watching the door. When they were satisfied, they allowed him entry, but requested he leave “the cat” outside. He did so agreeably, then headed inside, ordering some food, which arrived a time later. He took it outside and fed his pet.

Once these three members arrived, they were summoned into the second room, where they were directed to the man in the corner. As they approached, they noticed he had slightly elongated nails and feral eyes that peered out from beneath his hood. Drawing the hood back on the cloak, he allowed his should length black hair fall freely over his shoulders.

“Welcome.” He said. " I am Iena, your benefactor and I have summoned you here with a proposal."

The group looked at each other curiously and then back to Iena.

“What I propose is this, each of you have been chosen to atart an new organization. An organization that works in the trade of knowledge. Not just any knowledge, but knowledge that has been lost to the ages.”

Iena Paused, then continued.

“I offer you the opportunity to explore lost histories, artifacts and knowledge, to uncover what has been written over, or blown away from the sands of time. I have documented several locations that have been abandoned, or that hold such great mystery, that the will be worth exploring. This is just the beginning of what we will be able to do. Are you interested:”

The group spoke openly amongst themselves, asking Iena questions regarding finance and what to do with any “special” items that were found. He assured they would be able to keep what they find and that his only interest was the knowledge. Finally, after little debate, this small group chose to begin building the foundations of The Syndicate. They vowed to remove themselves from the civil war, The Consortium was caught up in and try to find their fortune down another path. Of course, it helped that Iena, was financially backing them to launch thing endeavor.

“Very Good then.” Iena said. " The first mission I have for you is at The Ruins of Dranor."

“I know little about this location, except this. It is the closest of all the locations you will visit. Second, this is a small ruin of a town on the west side of Kesmek, or The Island of Despair. I bid you travel there and attempt to uncover the secrets that ruin holds, if any at all.”

The group decided to leave at day break. They all spent a the next several hours of the night, eating, drinking and getting to know one another. Of course as it happens every night before a new adventure, the time passed quickly and each member would retire until sunrise.

At day break, they all met down at the docks. The air was warm and humid. There as just enough of a breeze to get the voyage moving forward without delay.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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