Riddle of the Mage Steel

The Last Battle and the forging of the Ancient Wall
Intro Adventure

VICTORY!! The hordes of savage creatures have been driven from the lands of Carnus and into the wilds. The Trident Alliance now holds the Pass of Lockvar, the only easy and safe pass to travel from the wilds into the civilized lands.

Unfortunately, the darkness that controls this horde will not sit idly by and let them keep the pass. Amassing an army, they seek to retake the pass and destroy the civilized lands. The elves, discovered the camps and now the ancient mages have come up with a desperate plan to keep evil from the land and it’s people safe. If the Alliance can hold the pass long enough for the mages to create a magical wall, then the pass will be sealed from their evil forever, and the lands of elves, dwarves, and men will have peace at last.

The hordes have learned of the mages plans and has sent everything they have at the pass to disrupt the ceremony and prevent the wall from being forged. The generals of the Trident alliance are making a final stand to buy the mages enough time to complete the ritual and create the wall. Vastly outnumbered, they are making their stand in the mouth of the pass so the hordes numbers will be of no use, unfortunatly, that also puts the horde within a couple miles of the mages rituals.

Can the Three Trident Generals hold long enough for the wall to be complete?

The World of Carnus
A brief history of the game setting

It has been over a millenia since the great wars, when the savage monsters and terrible creatures were driven from the civilized lands and forced into the wild, and the building of the Mystic wall, and the loss of magic in the world. The alliance that has blessed the realms of Elf, Dwarf, and Man has held all that time, but now rumblings among the three races of the Trident Alliance can be felt, tensions run high and relationships strained.

“Dwarves forge the sword, Elves ensorcel the sword, and Man weilds the sword”

And now, they say creatures are attacking the Mystic wall, and rumor tells of gathering hordes of monsters amassing in the plains and forests of the wilds. With the alliance in doubt, and savage creatures threatening, can the civilized lands remain safe from the ravages of war for long?

Legends tell of the great mages, who helped drive the creatures into the wilds and used the last of their magic and life force to create the Mystic wall that keeps the civilized lands safe. But some tales speak of the Archmage, who sealed his magic and life force away somewhere secret, somewhere safe. They say that he awaits the day evil threatens the land once again to return and help defeat the savage hordes.

A new cult calling themselves the “Archacalytes” have been seen throughout the realm. Little is known about them, but they say they are searching for the tomb of the Archmage to “release his light to shine in our darkest hour”.

The alliance is in jeapordy, danger threatens the land, and the fate of the civilized lands hangs but by a small thread.


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