D&D 5E Building A Campaign Around The BBEG

And the Villain Backstory

Alvrith Chur was born a bastard, the son of a minor royal cousin and a alehouse keeper that sometimes supplemented her income with prostitution and petty theft. His mother, Desphina, kept his birth a secret but also kept the signet ring the noble had paid for her services with (just in case) and raised Alvrith without telling him his true origins. Desphina was a cruel and demanding woman and treated Alvrith as much like a slave as her own child.

When Alvrith was nine years old, a traveler died in their flophouse and Alvrith went through his possessions before Desphina could discover the body and take what was valuable for herself. The boy discovered that the traveler was a minor magician and Alvrith secreted away his spellbook and reagents. He was a precocious boy and he could read a little, so over the course of the next few years he taught himself magic from the pilfered spellbook.

By the time Alvrith was thirteen, Desphina was destitute and wracked with illness. In desperation she reached out to Alvrith’s father and attempted to blackmail him for what to the noble would have been a pittance. Instead he sent a pair of thugs to the house to kill Desphina and Alvrith. They succeeded in the former but Alvrith used his newfound magical abilities to kill his attackers. He stole the gold they had been paid up front for the murders, set the alehouse ablaze, and went out in search of his fortune.

Alvrith survived by skullduggery for a while, but one day attempted to rob an old man who would turn out to be the Master of the King’s Library and also unofficial Court Wizard, named Bretoth. Bretoth took pity on Alvrith and mistakenly believing there was good in the young man promised to teach him “real magic.” Alvrith accepted and played the part of the studious youth for a few years until he was able to kill Bretoth in his sleep (making it look like a simple heart attack) and take his place as now-official Court Wizard.

Alvrith -- now Master Alvrith the Wise -- served as Court Wizard and eventually Vizier to three generations of rulers of the Autumnlands. Every year, he extended his power and influence. He eliminated those that were his rivals, especially those that would warn the royals against him, and he installed ministers, generals, commanders of the guard and other important officials that were loyal to him, rather than the throne. Alvrith was cruel and vicious and vengeful, but also patient and shrewd. By the time those few nobles loyal to the royal family and the throne were aware of what he truly was, it was too late.

Alvrith murdered the entire royal family except the young Princling Heath, who he installed on the throne. But no one fails to see that Regent-Arcane Alvrith Magus is the true ruler of the realm. Surrounded by loyalists and sycophants, Alvrith is finally free to exert his wicked will over the whole of the Autumnlands, with none left to fight him.
 

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Henchmen and Allies

Arcane-Regent Magus Alvrith, despite his great power and endless hate, cannot rule alone. The following are those that serve and enable him.

High Chancellor Maetrex: While the Arcane-Regent revels in his ability to do as he pleases, and Princling Heath writhes under his mastery, someone has to do the business of running the nation. That someone is High Chancellor Maetrex. Every bit as evil as Alvrith, Maetrex also has a keen mind of bureaucracy and takes pleasure in micromanaging every aspect of life under the would-be Wizard King. Matrix is also a wizard -- a Diviner -- but considers a magical power to be a tool rather than an end in itself. He is without moral compunction and enacts whatever horrid plan Alvrith comes up with, while simultaneously acting as though he is the master of everyone and everything (besides the Arcane Regent). Matrix has a weakness for fine things (wine, food, courtesans of any species or sex) and becomes enraged when his plans go awry or are thwarted (often resulting in the immediate deaths of underlings). (Male Dwarf Diviner)

General Zorth: Ten years ago when Alvrith finally made his move, Zorth was a lieutenant in the Palace Guard. Seeing the writing on the wall, she abandoned her oaths and joined in Alvrith’s coup, murdering members of the Royal guard and the Royal Family. The Arcane-Regent awarded her with the (suddenly vacant) position of High Commander of the Royal Army. She is a hard woman, though she lacks Maetrex’s inherent cruelty, and fiercely loyal to the Arcane-Regent. Her crimes weigh on her, however, even if she will not admit it, and she drowns them in spirits and blood. Every day there seems to be a new little rebellion and Zorth is happiest when she can bring the Knights of the Realm down on them full force. (Female Human Commander)

Isvik the Whisper: Sometimes, a Throne needs a more subtle response than a phalanx of heavy cavalry. Isvik has been that subtle hand for the Throne for almost as long as Alvrith had been court wizard. When Alvrith made his play for power, Isvik considered killing him instead, but went to Maetrex and asked him to divine the future. Whether Maetrex was truthful in what he saw in his tea leaves (or more likely the innards of a disobedient page), the result was Isvik the Whisper aligning themself with the Arcane-Regent. Isvik runs a massive operation of spies and assassins that seek out and either capture or kill Alvrith’s enemies, and the Whisper is not above doing some of the dirty work themselves. Isvik is not loyal, per se, but sees no benefit in turning on Alvrith. (Non-Binary Half-Elf Assassin)

Lashtyre the Ghoul King: Not all of Alvrith’s allies were members of the Court before his coup. Some had “courts” of their own. Lashtyre the Ghoul King is the ruler of the hungry dead that fill the catacombs below the Capital City. For centuries there has been an uneasy peace between the undead and the surface. When Alvrith was planning his take over, he went to Lashtyre and beseeched an alliance. The price was something dear to Lashtyre: the Queen herself delivered as Lashtyre’s undead bride. Lashtyre’s kingdom serves as a guardian below for any foolish enough to attack that way. Occasionally the Dread Queen visits Princling heath, but the addled boy does not understand what is haunting him. (Arch Ghoul).
 

A tweak if I may: no noble would leave their signet ring as payment, so likely Desphina stole it.


This plot sounds like a reverse of the background to an adventure in Dungeon where an evil archmage went into voluntary exile to raise an evil prince.

It's totally awesome, BTW.
 

A tweak if I may: no noble would leave their signet ring as payment, so likely Desphina stole it.
That works.
This plot sounds like a reverse of the background to an adventure in Dungeon where an evil archmage went into voluntary exile to raise an evil prince.
I'm not familiar. Do you know the title?
It's totally awesome, BTW.
Thanks. It is a work in progress. I am trying to get enough general background done so that I can wing the rest as we play.
 


In terms of what the wizard king would do to maintain power and exert their influence you could do worse than look at the Sorcerer Kings of Athas. They are the pinnacle of magical tyranny and there are lots of examples of how they keep the people under control.

In fact when you were first pitching the idea I kept thinking, that’s the plot of Freedom.
 

Factions

(Note, I decided to steal Triboar as the campaign "starting town" and am using both the information from Storm king's Thunder and the @M.T. Black adventures set in the area.)

The following Factions are active in the Autumnlands but not aligned with or subservient to Regent-Arcane Magus Alvrith.

The Bastard Brigade: When the wizard-king Alvrith took over, he purged the Royal Family of all members except Princling Heath -- all those he could find, anyway. Alvrith himself was a (minor) royal bastard, and knows such people exist in the land. And they know he knows. The Bastard Brigade is a faction made up of royal bastards and minor nobles who have formed something of a resistance to the Usurper. Many are destitute, but a few remain wealthy and are able to finance everything from an underground railroad for other bastards to terrorist attacks on the corrupt guards and army of the kingdom. Their greatest weakness is that they hold on to their old class beliefs and can be haughty and elitist, limiting their friends unnecessarily.
Tiza Honorwell is a member of the Bastard Brigade living as a sage in Triboar. She escaped capture with her library intact and now sells historical knowledge to put food on the table while passing information to Brigade members covertly. (female human sage)

The Highway Lords: This faction is a loose alliance of bandit groups who have divided up the trade routes and other profitable areas of the kingdom in the wake of the chaos caused by the usurpation. They are careful not to engage against the Royal Army or other targets that would bring down the wrath of the Throne, but otherwise act unchecked against commoners and merchants alike. They are not above “turf wars” and other internal conflict.
The Redhats are a bandit group operating near Triboar. Members are of many races but goblinoids and orcs make up the bulk of the bandits and they are led by an orc warrior named Keega Bale (female orc veteran) and a goblin shaman named Blight (female goblin shaman).

Madra Woe: In the fens north of the Isle Lake, the arch hag Madra Woe watches the doings of the Autumnlands with great interest. She is a nasty creature, full of malice and a dark-as-night sense of humor that brings only pain and suffering. She is mighty, however, and no lover of Alvrith, Zakksettr or any of the other powers of the Autumnlands. She is knows to provide boons for those that seek her out and amuse her -- if she does not curse them instead (or simply devour them).
Neena is a homunculus made by Madra Woe, one of many the hag has distributed throughout the Autumnlands. Neens lives as an urchin in Triboar, appearing as a filthy tiefling child. Neena has no soul of her own and Madra Woe sees and speaks through her. As such, the girl seems afflicted and often engages in pranks and speaks in riddles.

The Remnant Legion: Not all members of the Royal Army went along with Alvrith’s coup. Many died trying to defend the rightful nation, but in the end they lost and those that survived fled. Now, the Remnant Legion is a dispersed army of soldiers hiding in forgotten watch towers and ancient outposts far from the centers of power where the Royal Army holds sway. They hope to one day reform and take back the throne for Princling Heath -- and defeat the upstart “General” Zorth. In the meantime, they sometimes aid the Bastard Brigade and are often the only defense people have against encroaching monsters or the Highway Lords.
Falto Nightfire is a recruiter for the Remnant Legion who lives and works as an armorsmith in Triboar. Martial characters may draw Falto’s attention. (male dragonborn smith)

Zakksettr: For centuries, the red wyrm Zakksettr has laired in the volcanic island off the east coast of the Autumnlands. While the Realm remained strong, the dragon contented itself with the occasional raid and long naps between.But now that the nation is in chaos, the dragon sees great opportunity. Its raids to destroy villages, devour herds, and empty tombs and barrows of treasure are growing ever more frequent. Zakksettr is not bold enough to attack Alvrith directly, but neither has Alvrith acted against the dragon.
Kshk is one of Zakksettr’s spies, a dragonborn sneak thief that skulks around Tribor and its environs. Zakksettr gave Kshk a sending stonebut Kshk is nervous to use it unless it is very important, since Zakksettr can cause harm through the stone’s connection. Kshk is loyal only out of fear, but that fear is immense.
 

I decided to use Baldur's Gate as my main city, sicne I have Descent into Avenrus on FG already. I will file some Realmsian serial numbers off but otherwise it should fit okay.

Tonight is the first proper session, assuming everyone can get their characters done.
 

We had out proper Session 0 last night, finishing character generation for 5 of 7PCs (I don't think we will regularly have more than 4, given the pool of players -- all of whom I know personally and have played with before).

We have a drow monk, a tiefling bard, a goliath fighter, a gnome cleric, and a human wizard. They have all suffered at the hand of the BBEG and have joined forces to gain the power and experience necessary to take him down. After some discussion they decided they wanted to focus mostly on exploring the awesome map of the Autumnlands, dealing with factions and finding ancient treasures and discovering secrets -- all in the service of increasing power. I am into it, but told them I would prefer if we end sessions with them telling me what they are planning to do next so I can prep.

The world is a Frankenstein's monster of a setting: cities include Baldur's Gate and Freeport and I am pulling liberally from anything and everything I own (with a preference for things I own in Fantasy grounds or can get already implemented).
 

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