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The Plaguebearers Three years ago, human civilization was devastated by a plague. Nobody knows if the plague is natural or magical in nature, airborne or viral, but it swept through the known world like wildfire. Mundane treatments were ineffective and there wasn’t enough magical cures to help everyone afflicted. Though demihumans and humanoids seemed immune, humanity was ravaged beyond belief. Fifty percent of human life on the surface was killed within a week of the diseases’ onset. Of the survivors of the initial wave, eighty percent were changed into ghoulish, ravenous beasts within the second week, who then set upon their fellows in the night. These creatures knew no fear and had become superhumanly strong. Direct sunlight burned their now almost transparent skin, causing them intense pain. Their bite spread the plague as a werewolf would spread lycanthropy. Entire cities were put to the torch in an effort to halt the advance of the plague, but to no avail. The plague and its bearers inexorably moved across the land, killing all who resisted, and pushing waves of refugees in front of it. These refugees pushed their way into demihuman nations, and when they met resistance, they laid siege to their neighbor’s land to take what they wanted. Elven forests were burned and halfling villages were pillaged. Still, there was no escape from the plague, and the initial waves of refugees were forced to fight against later ones for whatever scraps remained. In a last ditch effort to save their civilizations, the kingdoms of men turned to their dwarven allies, begging for any aid they could give. After much internal debate, the dwarves relented. In return for vassal status and massive tribute payments, the dwarves opened their doors, allowing the ragtag remnants of human society to seek asylum within their underground realm. On the frontier with their underground enemies, the dwarves had several city-sized settlements that they continued to garrison for defense, but had abandoned for civilian life many centuries ago. These shells would be humanity’s new home as it regroups and prepares for the future. In the dwarven kingdom, humans would be allowed the freedom to live as they wish, provided they contributed to the well-being of society, followed the strict dwarven legal code, and made every eligible citizen available for military conscription in case of war. This is where the PCs enter. They have several different options for adventure: On the Surface

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Page 1: The Plaguebearers

The Plaguebearers Three years ago, human civilization was devastated by a plague. Nobody knows if the plague is natural or magical in nature, airborne or viral, but it swept through the known world like wildfire. Mundane treatments were ineffective and there wasn’t enough magical cures to help everyone afflicted. Though demihumans and humanoids seemed immune, humanity was ravaged beyond belief. Fifty percent of human life on the surface was killed within a week of the diseases’ onset. Of the survivors of the initial wave, eighty percent were changed into ghoulish, ravenous beasts within the second week, who then set upon their fellows in the night. These creatures knew no fear and had become superhumanly strong. Direct sunlight burned their now almost transparent skin, causing them intense pain. Their bite spread the plague as a werewolf would spread lycanthropy. Entire cities were put to the torch in an effort to halt the advance of the plague, but to no avail. The plague and its bearers inexorably moved across the land, killing all who resisted, and pushing waves of refugees in front of it. These refugees pushed their way into demihuman nations, and when they met resistance, they laid siege to their neighbor’s land to take what they wanted. Elven forests were burned and halfling villages were pillaged. Still, there was no escape from the plague, and the initial waves of refugees were forced to fight against later ones for whatever scraps remained. In a last ditch effort to save their civilizations, the kingdoms of men turned to their dwarven allies, begging for any aid they could give. After much internal debate, the dwarves relented. In return for vassal status and massive tribute payments, the dwarves opened their doors, allowing the ragtag remnants of human society to seek asylum within their underground realm. On the frontier with their underground enemies, the dwarves had several city-sized settlements that they continued to garrison for defense, but had abandoned for civilian life many centuries ago. These shells would be humanity’s new home as it regroups and prepares for the future. In the dwarven kingdom, humans would be allowed the freedom to live as they wish, provided they contributed to the well-being of society, followed the strict dwarven legal code, and made every eligible citizen available for military conscription in case of war. This is where the PCs enter. They have several different options for adventure: On the Surface

Page 2: The Plaguebearers

• They can return to the surface through XXXX, the great mining city, and see what’s been going on there. Since the Exodus, no human has gone to the surface and returned to tell the tale. There, maybe they party can find a cure for the plague.

• Or maybe they can become treasure hunters, searching through the ruins of civilization for profit.

• From the gnomes in their mountain realm comes a rumor that indicates that a new civilization of Plaguebearers has formed on the surface.

• Or perhaps there’s a hidden colony of survivors that needs a few good heroes. Underground

• They can search through the Underdark for a new home for their people. The dwarves are willing to let the humans found a new colony for themselves within the dwarven kingdom, provided they find a suitably defensible location and put up the funds to build the settlement. Of course, the new settlement would still be under Dwarven law, though.

• The humans do have the option of leaving the dwarven kingdom completely and forging their own path through the Underdark, but they would do so at their own risk and should not expect assistance from the dwarves if they get attacked.

• The PCs can also join the Adventurer’s Guild and explore the Underdark. There are many other races living in the Underdark, some of whom humanity has never seen before. The information the PCs could provide about these civilizations could be vital if/when humanity spreads out to form its own community.

• There are also rumors of hidden, alien civilizations in the Underdark that are plotting against the dwarves and their human allies. The party could get to the root of these mysteries.

• Also, the dwarves are willing to pay good money for mining surveys beyond the frontier. If the party is willing to venture into the wilderness beyond the safety of their city walls, they could become very wealthy, very quickly.