Tellannis is a small sort of town, but each of you at some point(s) in your lives have called it home. In the far north of the Goldengrass plains, you face harsh winters and mild summers. On a clear day, you can just make out the Wall of the Walking Frost, the border of Elven Territory, on the horizon. But each winter for the past 10-20 has been harsher than the last. The crops have had less time to grow. Late frosts have delayed planting, and early frosts have killed off many fields before their prime.
People have been moving. Leaving Tellannis behind for warmer climes if for no other reason than survival. The already small town stands on a precipice, and you know this winter is crucial. If many more people leave, the only fate left to the town is death, be it quick or prolonged. If you can find out why the tundra keeps inching south year by year, you may be able to stunt it, end it, or gods willing, reverse it.
There are others, you know there are, and you have found them. In the town’s tavern, optimistically (and hopefully aptly) named The Frosts’ Foe, you have come to gather around the heated hearth for one last night of warmth and revelry before striking out into the cold. Some of you may be old friends, passing acquaintances, role models, or even rivals, but none of you are strangers. You are Tellannis’ last, best hope at not fading fitfully into the frost.
Tellannis Stats
Tellannis is a town of roughly 3500 people. (you by no means need to play as one of these races, just offering this information)
Demographics
28% halfling (Nanovëan)
24% hobgoblin
20% goblin
8% shifter (largely arctic or grasslands acclimated creatures)
8% goliath
4% Genasi
3% Firbolg
3% elf (viewed with some suspicion over the encroaching cold)
2% other
Politics
The long winters and declining population have left a long line of mayors with decreasing enthusiasm. Mayor Tinland (Tinny) Deeproot (a goblin) Is often seen at The Frosts’ Foe, trying to keep warm through fire and drink. He had high aspirations, but the long winters and decreasing coffers have ground him down.
Several of the wards are presently unrepresented, as their alderpeople have left. Most, however, still have people representing them. Tellia Knook (halfling), Lombard Nosenip (shifter), Rit’ragh (hobgoblin), Rannith T’nir (Goliath), Regiel Nopsworth (halfling), and Kon’Lak (goblin) are all presently on the city’s council.
While they are technically subject to the rulings in Nanovë, it has been many years since aid or taxmen have come from the God-Tree-City
Economy
Farming (largely wheat, corn, and goats)
Stone (formerly, quarry shut down after too many workers left)
Leathers & Furs (from hunted creatures and from slaughtered goats)
Adventuring (some creatures killed for town’s protection, regular clearings of the old quarry to prevent it from becoming infested, and some missions for aid, food, or medicine)
Characters
Build at level 8
Answer the following questions (in backstory or via DM)
How long have you been back at Tellannis (no more than 4 tenday)
What brought you back?
Why do you want to save the town?
How much time have you spent here?
What is your fondest desire?
What is your greatest regret?
What adventures have you been on, what creatures have you faced?
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