The D&D 5e Adventure Begins!
The D&D day had finally arrived.
I picked up the four boys after school and brought them to our place. The-Youngest and I had transformed the rec room into the new D&D room. We had chips for them. We had pop and candy. We had chairs that weren’t going to collapse and The-Youngest had taped off areas on the table so everyone knew how far they could spread their stuff out.
We were about as ready as possible.
When the boys arrived, I had to let them settle down. 12-year-olds have energy I can only remember, that kind that makes it impossible to sit still, to not talk quickly and loudly, or focus on any one thing. It was awesome to see, actually. That energy meant they were excited
After a short while, they calmed down a bit.
D&D, being a complex game with many, many rules, created my first challenge. We’d gotten together before this first session to roll up characters, (a ranger, wizard, a paladin, and a rogue), so we didn’t have to do that, but there was still stuff they needed to know if they were to play.
To speed things along, I filled out their character sheets and reviewed changes. (For the nerdy folks, that means weapons and damage, armor and armor class, skill bonuses and equipment).
Their miniatures were given out and they were wow’d. I’m not a super good miniature painter, but having a little rogue, ranger, paladin and gnome made the game come alive.
From there, like any good film, we started with the big picture. Let us begin with the world. So let us start there.
The realms are at peace, a peace that has lasted eighty years. The Six kingdoms are united under the All-father, the king of kings, an undying ruler who governs with benevolent grace, bringing prosperity and harmony to all the peace-loving people of the land.
Or at least that’s what has been taught in the schools, in the cathedrals of the Holy Light, and in the great halls and homes of men.
But ask the Dwarves, at what price did this peace come, their kingdoms smashed, their once-proud nation reduced to clan-enclaves in mountains or crafting halls in the hills and towns?
Ask the elves when men came to cut down the trees for lumber, when they slaughtered the fey and treants out of fear, and then when the Elves fought back, burned the elven treehomes.
Ask the Halflings why they are wanderers or relegated to the poor quarters, thought of only as dirty thieves and bringers of bad luck. Ask them if they know peace.
Indeed, if you are not of mankind, you might have an entirely different opinion of this peace and prosperity.
After conquering the last kingdom, the All-father destroyed the old orders, tore down ancient fortresses, built churches of the Holy Light in every village, and set up puppet rulers to govern his lands. While most of the conquered kingdoms fell into line, the last Kingdom never fully bowed to the All-father’s will, and nearly a year, ago, as repression became harsher and harsher, many of the old races united to rebel.
Against the All-father, against his Red Legions and Wizards of Flame, against the martial might of the Order of the Holy Light, they didn’t have a chance. They were slaughtered.
After the rebellion, the Purity Laws came into effect. No non-human could hold a position in government, could not attend any of the Arcane Academies, and could not hold title to land. Travel was restricted and there are rumors that the All-father may soon offer a bounty on non-humans.
It is into this world that our players find themselves.
Thus began the adventure for the boys.
- Sherlock – a gnomish wizard.
- Leroy the Ranger.
- Brad Armpit the rogue.
- Honor the Dragonborn paladin.