GIANTS OF MALAAN 
It is the time of "Ji-Halad" the "The Sowing" in the Diamond Throne.
For a thousand years Aelin, a little pocket of the ancient Ruhrian Empire, has lived in the thrall of of the Giants of Dane Mountains. They were conquered and kept in isolation during the period of Chi-Julud or the "War Mind" After two hundred years the giants felt comfortable enough to enter into the stage of Si Karan the "Caretaking". During this time the people of the Diamond Throne lived in relative harmony. Still, throughout this time the people of the kingdom lived in relative secrecy not mingling with the norwesterners, or "Old Worlders".
Now after hundreds of years of peaceful life, the realm has begun to change. Among the priesthood of the Giants rumors begin that the Titans, the ancient overlords of the Giants have awoken. The Giants have ordered a shift into the latest mode the Ji-Halad or the "Sowing mind" to strengthen the kingdom. First the ancient battlements and defenses were refurbished. Then the Lady Protector Ia-Thordani ordered the lands beyond the realm's borders to be explored, and settled to increase the population, and enrich the kingdom. She invested her lords with right to settle the lands both surrounding the lands of the Diamond Throne and the lands across the seas. She has reserved for herself the right to negotiate with any civilization they encounter in their exploration. She has also invested the Knights of the Ward to keep their eyes open for signs of the return of the Titans. They are to report and, if possible, deal with them.
Forward scouts have revealed the existence of small settlements along the northern coast, and inland past the Northrun Badlands, probably the descendants of the ancient Ruhrian empire that once spawned Aelin. The Lady Protector has permitted her explorers to trade and work with these new peoples and if possible incorporate them into the Kingdom.
GUIDE MATERIALS
Beginnings...
The party finds itself in one such frontier foothold, the fortified keep of Em-Tarel (Fork of Two Winds) but more commonly called Arrowhail Keep. Surrounded by hostile forces and ancient ruins the keep is an islands of security in a dangerous countryside. The leader of Em-Tarel wants to press further downriver into the unknown territories once ruled by the great Ruhrian Empire.
PLAYERS
Form Fillable Character Sheet PDF
Spell Reference Sheets (very useful)
Energy Creature Stat Sheets
RULES
This is a Dungeons and Dragons 3.5ed Game using Monte Cook's Arcana Unearthed - Alternative Players Handbook.
ADVENTURES