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The Annals of Glen Forkovian

Scarlet-Horizons

The Scarlet Horizons 2026 OSE campaign hosted on rpol.net

I've created a bi-directional English/Orcish translator for use in my Scarlet Horizons campaign on rpol.net. If anyone wants the files to host this on your own PHP-backed webhost, here they are.

Jelb Garrick

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Rolled Ability Scores
Str  7
Dex 11
Con 10
Int  6
Wis 14
Cha 11

Class

Illusionist

Adjust Ability Scores

Swap Int and Wis
-2 Dex +1 Int
-2 Cha +1 Int

Ability Score Modifiers


Strength    7   Melee        : -1   Open Doors   : 1 in 6    
Dexterity   9   Armor Class  : --   Missile      : --   Initiative      : --
Constitution    10  Hit Points   : None      
Intelligence    16  Language     : Native+2 Literacy     : Literate XP Bonus: 10%
Wisdom  6   Magic Saves  : -1        
Charisma    9   NPC Reaction : --   Max Retainers: 4    Retainer Loyalty: 7

THACO: 19 [0]

Saves

Death/Poison    13
Wands   14
Paralysis/Petrify   13
Breath Attacks  16
Spells/Rods/Staves  15

Note on saves: -1 vs Magic

HP: 4

Alignment: Chaotic or Neutral

Languages:

-Common Tongue
-Chaotic or Neutral
-?

Equipment:

Starting Wealth: 15x10 = 150 gp
Give away: 54 gp remaining

- Dagger x2       ( 6gp) [weight =  20 coins] 1d4 Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)

- Backpack        ( 5gp)
- Lantern         (10gp)
- Oil (5 flasks)  (10gp)
- Pole (10')      ( 1gp)
- Quartz Crystal  (10gp)
- Rations         ( 5gp) (standard, 7 days)
- Rope 50'        ( 1gp)
- Tinder box      ( 3gp)
- Torches x6      ( 1gp)
- Waterskin x2    ( 2gp)
- Spellbook       (----)
- GP in pocket:   (10gp)

Animals

Hunting Dog x2: Melbor and Kaybar      (34gp)
AC 7 [12], HD 1+2 (6hp), Att 1 × bite (1d6), THAC0 18 [+1],
MV 180’ (60’), SV D12 W13 P14 B15 S16 (1), ML 10, ALNeutral,
Tracking: By scent. Once started, very difficult to put off the trail.
Command: Trained to attack on owner’s command.

Spellbook:

Level 1 Spells: Auditory Illusion, Colour Spray, Phantasmal Force*, Read Magic

* = Prepared

AC:

Level: 1

XP: 0

Name: Jelb Garrick

Anganach

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The elder gods, still venerated by many in the Northern Reaches. The Anganach were widely worshipped long before the advent of the Futurus. The Anganach are comprised of the following deities: Crom, Herne, Impurax, Nergal, Orcus, Set, Silvanus, Valdghar, and Zuul.

Darkwood Forest

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Darkwood Forest — A dense forest known for its rough terrain rich in timber, stone and charcoal. It is rumored that trolls roam the forest.

The Darkwood Forest is known for its density of vegetation and roughness of terrain. The forest consists of a tall canopy of oaks, beech, and birch trees that nearly blocks out the sun. The terrain is difficult to penetrate due to rolling hills and escarpment ridges.

Located between these spaces are small dangerous bogs. The rugged and densely-wooded nature of the terrain limits agriculture but the forest is rich in timber, stone, and charcoal (the latter serves as a fuel source). The forest is also abundant in game (deer and moose, in particular). The villages of Eastdale, Kirkilston, and Westkeep, as well as the dwarven holdfast of Silverhame, all benefit from their proximity to the Darkwood Forest.

The largely human towns also tend cattle, goats, and sheep in the shadows of the wood. A treacherous caravan route cross-sects the forest from Eastdale to Westkeep. Merchants pay double wages to men-at-arms who run "The Gauntlet" through the Darkwood Forest. Most refuse to take that route, as they fear the trolls and other monsters that ambush caravans.

The local folk believe that mischievous sprites, fairies, and will-o-the-wisps live in the wood. There are also stories of an ancient giant's tomb, and other magical oddities, hidden somewhere in forest.

A tribe of beastmen lives in the depths of this forest, at a location known as Camp Eastscarp.

Dalgor Bristlebeard

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A dwarven warrior slain in the winter of 199 PR while helping Crynwyth Ironfist search for the Doors of Galduhr in the Moon Peaks.

The Shou

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Shou, The — a numerous off-shoot of humanity corrupted into variations of human-adjacent species by The Visitors and invested with hatred for non-Shou. These peoples are generally magic-resistant and particularly so to the Red Tide.

Kirkilston

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Kirkilston (Hamlet) Population: 362 Alignment: Lawful Neutral Demographics: Human, approximately 50 elves, half-elves, and halflings Political Structure: Ecclesiastical Law (St. Ygg); Petre of St. Ygg (Human Cleric) Industry and Trade: Primarily Livestock (Sheep) and Agriculture (Corn), Mead, Lumber.

Kirkilston is named after the church, or kirk, at its center. The church, alongside the Red Temple in Eastdale and the Watchtower in Westkeep, provide the three key centers of faith, administration, and governance in The Prelacy of Middenmark. However, unlike the more puritanical stance of the clerics in Eastdale, The Red Laws are more relaxed in Kirkilston and the immediate surrounding area.

Governed under Ecclesiastical Law of St. Ygg, Kirkliston is led by Petre, a seasoned Priest. The church is the centerpiece of the hamlet and, alongside the Red Temple in Eastdale and the Watchtower in Westkeep, forms a triad of religious and administrative authority in The Prelacy of Middenmark. The implementation of the Red Laws in Kirkliston is notably more lenient, reflecting the hamlet's more relaxed and less rigid approach to religious doctrine.

The hamlet's economy revolves around livestock, primarily sheep, and agriculture, with corn being the chief crop. Additionally, the production of mead and lumber contributes significantly to its local economy and trade. Being a key stop on the caravan route, Kirkliston also benefits from trade and interactions with travelers and merchants.

Lacking a formal wall or significant defensive structures, the hamlet relies on a small group of brave, albeit untrained, men known as the Hamlet Watch. They are responsible for safeguarding the community against threats, particularly from the forces of chaos emerging from the nearby wilds. Their bravery is a testament to the rugged and resilient spirit of Kirkliston's inhabitants.

Daily life in Kirkliston is marked by a hardworking ethos, with most residents engaged in farming, shepherding, or local trades. The hamlet has a few essential amenities like a blacksmith, a tavern, and a small market area. Social life often revolves around the church and communal gatherings, with festivals and fairs being focal points of celebration and social cohesion.

Living in the shadow of the Blackpeak Mountains and the Darkforest, the people of Kirkliston are no strangers to hardship and the dangers posed by the wilderness. Their resilience, however, presents opportunities for adventurers and travelers, be it aiding in defense, exploring the nearby wilds, or engaging in the hamlet's modest but vital trade activities.

Homer Docil, Prior

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Homer Docil is ambitious. He is one of four priors who assist Prelate Mordicar Justhand in administrating the Northern Reaches. He has three drives, if rumors can be believed, and the first two serve the latter: to rid the southwestern quadrant of the Northern Reaches of witches, monsters, and other enemies of the Faith, to promote colonization of the quadrant, and to -- eventually -- succeed Mordicar Justhand as Prelate.

Mount Fanghorn

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It is rumored that a Shou sorceror resides in a tower in the foothills north of Mount Fanghorn.