This mini campaign setting takes place in a generic fantasy world called Vesper. There is just a single Island Continent (like Pangea), split by a mountain range, running North to South. West of the Mountain Range is only 1/10th of the continents area, consisting of a uninhabitable crag filled rocky region, home to an occasional Monstrosity, Elemental, or possibly other creatures of various type and origin. To the East are lush plains, farmlands, forests, and wilderness. The East is split by a thick forest, running West to East called the Darkwood. North of the Darkwood, makes up 6/10th of the continents area, and is known as the Wild Lands. South of the Darkwood, makes up the remaining 3/10th of the continent's area, also known as The Human Lands. There are a dozen cities and more than two dozen towns and settlements. Included in the Human Lands is the capital city of Vesper. Living in the capital city is the king and his royal family. The family rules primarily as Lawful Neutral aristocrats who are benevolent and fair. The Human Lands, contrary to the name, consists of all manner of races, especially Elves and Dwarves. There is a magical Island off the southern coastline, homeland for the Elves and a Dwarven city under the Mountain. In the Wild Lands lives five Ancient Dragons: Red, Blue, Green, Black, and White. The Dragon Lords divide up The Wild Lands into small domains, that each one rules but does not breach. The Wild Lands are also home to all manner of Goblins and Goblinkind, Giants, Beasts, and some rare Monstrosities.
As the sun rises on the largest town in all of Vesper called Sapphire City, a sleepy looking caravan slowly approaches. Five large wooden wagons, with a dwarven driver and two horses each.
When the wagons come to a half, a dusty dwarf climbs down and staggers up to the nearest soldier before heading into the tavern. The rest of the drivers follow him into the tavern and as the tavern door closes, you can just make out that they are all having a pint with food.
A young soldier turns to you and a half of a dozen other passengers and says, "You can find a seat in the last wagon. The lead wagons will be transporting supplies only."
As the supplies are loaded, from your vantage point, you can see the dirty and dusty dwarves get back into the wagons along with two soldiers on each side (including your passenger wagon), when the head soldier blows a tin horn the wagons begin to move.
You are told that your trip will take just over 6 days to deliver supplies to the farthest settlement called "Old Big Tree". One of the passengers, an old medicine woman tells the story of "Big Tree", thought to be a "World Tree", it towered several hundred feet above the ground and could be seen for miles. The settlement was small but the people were full of life, mostly farmers who were paid to establish the city as part of the Kingdom's attempt to colonize all the farmlands this side of the Darkwoods. But then the story turned sour and tells of strife with the local Orc tribes. And as everyone knows, the town was raided and burned to the ground, the Big Tree in the center of the town engulfed in flames and is no more. Today, the settlement is thriving although the Big Tree it was named for is now gone.
You reach into your cloak to feel for the scroll of parchment that you are to deliver to the mayor. You feel for the wax sealed and recall the words written within, "By order of the Wizard's council, please accept Aar'reth as your newly appointed town Wizard. He is to provide Wizardly services six days of the week for a payment of 8 gold pieces per week along with humble lodging."
On the fifth night, as you wrestle with sleep by the campfire, you hear rustling as the soldiers rouse those sleeping.
Since you are in the center ring of the campsite, the guards form an outer ring and the orcs are on the outside. It is night but there is enough light from the campfire to see in the inner ring.
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Necromancer's Troubles
Campaign Setting
This mini campaign setting takes place in a generic fantasy world called Vesper. There is just a single Island Continent (like Pangea), split by a mountain range, running North to South. West of the Mountain Range is only 1/10th of the continents area, consisting of a uninhabitable crag filled rocky region, home to an occasional Monstrosity, Elemental, or possibly other creatures of various type and origin. To the East are lush plains, farmlands, forests, and wilderness. The East is split by a thick forest, running West to East called the Darkwood. North of the Darkwood, makes up 6/10th of the continents area, and is known as the Wild Lands. South of the Darkwood, makes up the remaining 3/10th of the continent's area, also known as The Human Lands. There are a dozen cities and more than two dozen towns and settlements. Included in the Human Lands is the capital city of Vesper. Living in the capital city is the king and his royal family. The family rules primarily as Lawful Neutral aristocrats who are benevolent and fair. The Human Lands, contrary to the name, consists of all manner of races, especially Elves and Dwarves. There is a magical Island off the southern coastline, homeland for the Elves and a Dwarven city under the Mountain. In the Wild Lands lives five Ancient Dragons: Red, Blue, Green, Black, and White. The Dragon Lords divide up The Wild Lands into small domains, that each one rules but does not breach. The Wild Lands are also home to all manner of Goblins and Goblinkind, Giants, Beasts, and some rare Monstrosities.
Locations
* Death Mountain's Peak
* Under the Mountain, Dwarven City
* Moonspire, Elven City
* Darkwood, Goblin Territory
* 12 Cities (pop 1k-2k)
* 24 Hamlets (pop 5-500)
* Kingdom Vesper
* Castle Vesper
:)
As the sun rises on the largest town in all of Vesper called Sapphire City, a sleepy looking caravan slowly approaches. Five large wooden wagons, with a dwarven driver and two horses each.
When the wagons come to a half, a dusty dwarf climbs down and staggers up to the nearest soldier before heading into the tavern. The rest of the drivers follow him into the tavern and as the tavern door closes, you can just make out that they are all having a pint with food.
A young soldier turns to you and a half of a dozen other passengers and says, "You can find a seat in the last wagon. The lead wagons will be transporting supplies only."
As the supplies are loaded, from your vantage point, you can see the dirty and dusty dwarves get back into the wagons along with two soldiers on each side (including your passenger wagon), when the head soldier blows a tin horn the wagons begin to move.
You are told that your trip will take just over 6 days to deliver supplies to the farthest settlement called "Old Big Tree". One of the passengers, an old medicine woman tells the story of "Big Tree", thought to be a "World Tree", it towered several hundred feet above the ground and could be seen for miles. The settlement was small but the people were full of life, mostly farmers who were paid to establish the city as part of the Kingdom's attempt to colonize all the farmlands this side of the Darkwoods. But then the story turned sour and tells of strife with the local Orc tribes. And as everyone knows, the town was raided and burned to the ground, the Big Tree in the center of the town engulfed in flames and is no more. Today, the settlement is thriving although the Big Tree it was named for is now gone.
You reach into your cloak to feel for the scroll of parchment that you are to deliver to the mayor. You feel for the wax sealed and recall the words written within, "By order of the Wizard's council, please accept Aar'reth as your newly appointed town Wizard. He is to provide Wizardly services six days of the week for a payment of 8 gold pieces per week along with humble lodging."
On the fifth night, as you wrestle with sleep by the campfire, you hear rustling as the soldiers rouse those sleeping.
Roll initiative!
Aar'reth initiative 10
guard1 initiative 19
guard2 initiative 21
guard3 initiative 19
guard4 initiative 20
guard5 initiative 12
guard6 initiative 11
guard7 initiative 9
guard8 initiative 19
guard9 initiative 13
guard10 initiative 13
orc1 initiative 17
orc2 initiative 11
orc3 initiative 14
orc4 initiative 9
orc5 initiative 15
orc6 initiative 13
orc7 initiative 9
orc8 initiative 11
orc9 initiative 4
orc10 initiative 16
Aar'reth initiative 21
orc9 initiative 21
guard3 initiative 20
orc2 initiative 19
guard5 initiative 18
guard7 initiative 18
guard10 initiative 17
orc1 initiative 15
orc6 initiative 15
guard2 initiative 14
guard6 initiative 14
guard8 initiative 14
orc5 initiative 14
guard4 initiative 11
orc3 initiative 9
guard1 initiative 8
orc8 initiative 7
orc10 initiative 6
guard9 initiative 5
orc4 initiative 2
orc7 initiative 2
You go first!
Since you are in the center ring of the campsite, the guards form an outer ring and the orcs are on the outside. It is night but there is enough light from the campfire to see in the inner ring.