Ian.Fleming
First Post
[sblock=Maldwyn]
A Brief History of Maldwyn:
459 years ago, Maldwyn was a collection of lesser independent states who were starting to war amongst themselves. One of the major players from early on in the wars was Alastor the Black, Lord of Camenty (much smaller back then). At first he was neutral in the conflict, but after being attacked by on two separate occasions by supposed allies, he decided it was time to mobilise his army. Apart from one very bloody battle early in in the campaign, Alastor somehow managed to sway over the other rulers one by one to his will. Some whisper that he sold his soul to the devil, others that he was not a mortal of this realm. Regardless of the rumours, he did unite the kingdom under his rule.
Fast forward to the present: The current Ruler, Cerdic the 3rd, is a pale shadow of his fabled ancestor. His main concern is maintaining enough order in the kingdom so that he does not have to work, which gives him more time for food, whores and drugs. The people do not care for Ceridc much, but there are no open rumours of rebellion. Yet.
This is my second draft. Dollar store coloured pencils suck balls, unfortunately. The next draft should have territories and more smaller towns and villages fleshed out, and the final version after that should have more terrain features evident.
1 Camenty, the Capital City
2 Briezel
3 Port Robinson Naval Base
4 Sauvnagon
5 Port Mercy
6 Epinyerd
7 Lujek
8 "Last Reach of the Law" Outpost
9 Zanpar
10 Denman
11 Bidwell
12 The Dwarf's Beard Mountain Chain (and the Great Rend in the middle)
13 Trinity Lake
14 The Gulf of Plenty
15 The Trackless Depths
16 Saltmarsh
17 The Golden Wastelands
[/sblock]
The campaign:
It's Monday morning in Briezel and there are new assignments out at the Adventurer's Guild! Inside the sprawling, three storey building's main lobby is a large bulletin board with all the assignments posted up. Many adventurers are milling about, signing their names under whichever posting catches their eye. By the time you arrive, there is one unclaimed assignment left.
There are five slots for signatures left at the bottom of the parchment.
As members of the Adventurer's Guild, you know that the Guild takes 10% of all loot acquired (does not include any given rewards) as part of their Finder's Fee. In addition, if you do not return by your stated time, a search party will be sent for you at the cost of 60% of all loot acquired if you need to be rescued.
A Brief History of Maldwyn:
459 years ago, Maldwyn was a collection of lesser independent states who were starting to war amongst themselves. One of the major players from early on in the wars was Alastor the Black, Lord of Camenty (much smaller back then). At first he was neutral in the conflict, but after being attacked by on two separate occasions by supposed allies, he decided it was time to mobilise his army. Apart from one very bloody battle early in in the campaign, Alastor somehow managed to sway over the other rulers one by one to his will. Some whisper that he sold his soul to the devil, others that he was not a mortal of this realm. Regardless of the rumours, he did unite the kingdom under his rule.
Fast forward to the present: The current Ruler, Cerdic the 3rd, is a pale shadow of his fabled ancestor. His main concern is maintaining enough order in the kingdom so that he does not have to work, which gives him more time for food, whores and drugs. The people do not care for Ceridc much, but there are no open rumours of rebellion. Yet.
This is my second draft. Dollar store coloured pencils suck balls, unfortunately. The next draft should have territories and more smaller towns and villages fleshed out, and the final version after that should have more terrain features evident.
1 Camenty, the Capital City
2 Briezel
3 Port Robinson Naval Base
4 Sauvnagon
5 Port Mercy
6 Epinyerd
7 Lujek
8 "Last Reach of the Law" Outpost
9 Zanpar
10 Denman
11 Bidwell
12 The Dwarf's Beard Mountain Chain (and the Great Rend in the middle)
13 Trinity Lake
14 The Gulf of Plenty
15 The Trackless Depths
16 Saltmarsh
17 The Golden Wastelands
[/sblock]
The campaign:
It's Monday morning in Briezel and there are new assignments out at the Adventurer's Guild! Inside the sprawling, three storey building's main lobby is a large bulletin board with all the assignments posted up. Many adventurers are milling about, signing their names under whichever posting catches their eye. By the time you arrive, there is one unclaimed assignment left.
Bandits Raiding Epinyerd
Reports have been coming in of outlaws stealing horses and raiding caravans near the Town of Epinyerd. While these people are outside of the protection of the law, capture of their leaders is preferred. The town has also stated that they are willing to offer an unspecified reward for a successful extermination.
There are five slots for signatures left at the bottom of the parchment.
As members of the Adventurer's Guild, you know that the Guild takes 10% of all loot acquired (does not include any given rewards) as part of their Finder's Fee. In addition, if you do not return by your stated time, a search party will be sent for you at the cost of 60% of all loot acquired if you need to be rescued.
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