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Company of the Red Kestrel (1/8/2004 - Confrontations)
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<blockquote data-quote="Joshua Randall" data-source="post: 944596" data-attributes="member: 7737"><p><strong>Non-Story Campaign World Interlude</strong></p><p></p><p>It's no secret that the world of Magnamund is not my creation. It is, rather, the creation of Joe Dever, author of the Lone Wolf game books, which were immensely popular in the '80s. You can learn more about the Lone Wolf game books at <a href="http://www.projectaon.org" target="_blank">Project Aon</a>.</p><p></p><p>That said, when I started this campaign, I provided the players with various background documents, cobbled together from information in the Lone Wolf books and augmented with my own imaginings. (These documents are too lengthy to post here, but if anyone is interested in a copy, please e-mail directly at the address in my user profile.) One of the most well-received documents was the list of campaign rumors, which I'll reproduce below. Each of these rumors, or plot hooks, could lead to several adventures. Some could even take the campaign in a new direction.</p><p></p><p>Of note - I have <strong>not</strong> fleshed out all of these potential adventures. That would be a lot of work, and the vast majority of them are never going to be needed. Instead, I make up additional details regarding each rumor as needed to respond to PC inquiry or investigation. Only when the PCs are ready to interact directly with the people or places referred to do I go ahead and make stat blocks and so forth.</p><p></p><p>This "just-in-time campaign building" saves me a lot of effort.</p><p></p><p>Now, here are the rumors.</p><p></p><p>= = =</p><p></p><p>Magnamund Rumors</p><p></p><p>The following rumors (in no particular order) are current as of mid-winter, MS 5049.</p><p></p><p>There are fears within the Sommlending military that the people have become soft without a direct Darklord threat to motivate them. As well, the king’s heir, Prince Pelathar, seems more interested in pomp and circumstance than in leading the nation. There are whispers that King Ulnar will pass his throne to a worthy Kai Lord, thereby combining the political and spiritual leadership of the realm.</p><p></p><p>The Maakengorge is a vast scar across northern Magnamund, a great rift south of the Durncrag Mountains. It was here during the Age of the Black Moon that King Ulnar I of Sommerlund slew Darklord Vashna with the Sommerswerd. The bodies of the Darklord and all his followers were cast into the abyss. According to folklore, Vashna's death cry echoes throughout the gorge to this day. Darker tales also hint that somewhere within the Maakengorge lie the pieces of Gajikago, Vashna’s mighty axe, which was hewn in half by the Sommerswerd.</p><p></p><p>A powerful witch is rumored to make her home on one of the Kirlundin islands. Despite repeated attempts by Baron Tor Medar’s forces to locate her, she has never been found.</p><p></p><p>Travelers across the interior of the Wildlands tell of seeing the ruins of a mighty fortress, now occupied by fearsome humanoid creatures.</p><p></p><p>Lord Axim of Ryme (Durenor) is commander of King Alin IV's personal bodyguard and leader of the royal navy. His daughter, Viveka, is something of a tomboy. She received weapons training in southern lands and is reputedly an expert swordswoman.</p><p></p><p>In the throne rooms of northern Magnamund, it is said that Zultan Guldarra is so desperate to restore Cloeasia to her former glory that he is openly selling her services to the highest bidder. Reportedly, the Zultan is offering exclusive trading rights and a military alliance to whichever nation presents him with the most favorable terms. As yet none have taken him up on his offer.</p><p></p><p>Every year, High-Mayor Kordas of Casiorn sponsors the Grand Games, which feature gladiatorial combat, magical displays, archery sharp-shooting, and the like. Much of the High-Mayor’s staff is kept busy preparing for, running, and recuperating from the Games. While some of the more cynical citizens of Casiorn believe the spectacle is meant to distract the populace from crushing class inequalities, the Games are undeniably popular throughout the region.</p><p></p><p>Lately, Barrakeesh (capitol of Vassagonia) has been abuzz over repeated sightings of black-clad figures entering and exiting the imperial palace. The word in the bath-houses is that Zakhan Moudalla is negotiating with agents of the Darklords; such talk has been quickly suppressed.</p><p></p><p>Caravans crossing the Dry Main report many lost cities and ruins buried under the sands. Evil creatures are said to lure the unwary to their doom and to guard untold treasures.</p><p></p><p>Tahou, the capitol of Anari, is supposedly built atop the ruins of an ancient civilization. However, the presidential administration closely regulates access to the Tahou Cauldron; there are few whoknow what’s down there, and even fewer willing to talk about it.</p><p></p><p>Ages ago, on the Isle of Khor (in Dessi), a great evil took old. For centuries, the Elder Magi have used their powers to contain the evil but could never destroy it. They are currently seeking help from experienced adventurers willing to enter and confront the perils of Kazan Oud.</p><p></p><p>Dessi is also threatened by stirrings from within the Chasm of Gorgoron. Ancient tales tell of a great beast within the chasm that will one day emerge and lay waste to Dessi. Some Vakeros tribesmen believe the beast to be a dragon – even though such creatures have been extinct in Magnamund for thousands of years.</p><p></p><p>The soldiers of Palmyrion continue to patrol the western frontier of Ruel, and despite steady loss of life remain steadfast in their resolve to keep the Cener druids bottled up. Those few Palmyrians to survive forays into Ruel return with their minds snapped, babbling insanely.</p><p></p><p>For the last several decades, the Daughters of Ishir have been especially active throughout Magnamund, traveling far and wide in their effort to root out and confront evil. Some of the surrounding lands grumble that Telchos is attempting to spread its matriarchal doctrine in an effort to undermine traditional society, setting up women in positions of authority. Whatever the Daughters of Ishir truly intend is known only to them.</p><p></p><p>Varetta (the major city of Lyris) is a melting pot for mercenaries of all nations who come here to serve the feuding Stornlands princelings in their perpetual wars. The mercenaries frequent the Inn of the Crossed Swords, a cavernous, rowdy tavern where macabre betting games take place and blood is often spilled. </p><p></p><p>Varetta is also home to the Halls of Learning in Brass Street, run by Gwynian the Sage, the wisest man in Northern Magnamund. When he’s not being pestered, Gwynian studies the night sky, divining the future in the patterns of the heavens.</p><p></p><p>Helin, a town to the north of Varetta, is desperately seeking funding for its continued conflict with Karkaste. Prince Janveal has nearly bankrupted himself to pay for a war against Baron Maghao. Without additional gold to pay his mercenaries, Prince Janveal will have to concede the war.</p><p></p><p>On the border between Lyris and the city-state of Casiorn sits Quarlen, whose heavily fortified stone walls protect it from attack. Although not a mercantile town, Quarlen’s wealth comes from the merchants who pay substantial levies to pass through it. The Barrel Bridge Tavern in Quarlen is an impressive hostelry, a meeting place for merchants and mercenaries. The Tavern, which sits on the approach to wide stone bridge over the River Quarl, is overseen by the landlord Gnetzis, supposedly a retired rogue who still fences illicit goods to supplement his income.</p><p></p><p>Amory is a town in Salony ruled over by the Lordling Roark, a thoroughly nasty and paranoid man, but a fine swordsman. Roark has challenged – and defeated – every warrior in the region, growing more arrogant with each victory. He has publicized a standing offer of 50,000 Lune to the man who can best him in single combat. </p><p></p><p>Recently, it is feared that Darklord subversion has undermined the court of Grand Prince Ormond of Slovia, and civil war seems imminent. The Prince of Tekaro has already withdrawn his support for Ormond and is openly calling for men-at-arms to join his cause.</p><p></p><p>Queen Evaine is recalling her troops from Palmyrion to face the threat from Ogia. This has in turn forced Palmyrion to withdraw men from its border with Ruel.</p><p></p><p>Prince Graygor of Eru and his small army are unable to defend their borders from attacks by creatures of the Hellswamp and Drakkarim renegades from the Hammerlands. Graygor is calling for aid from the dwarven kingdom of Bor, aid which the dwarves have proven curiously reluctant to give.</p><p></p><p>Haleón, patron Saint of the Knights of the White Mountain in Durenor, was originally from Valerion. A magnificent tomb in Kelis is said to contain St. Haleón’s mortal remains along with his legendary sword, Xamenh Evtexia.</p><p></p><p>Kalte just completed a vicious but ultimately futile assault on Sommerlund and Durenor, and traders report that the Ice Barbarians of Ljuk are even surlier than normal. In light of the strained relations between Kalte and the civilized nations of the Lastlands, both Sommerlund and Durenor have clamped down on trade with the Ice Barbarians. Normally, in the summer months, merchants journey to Ljuk where they trade metals for furs. Since there are no mines in Kalte all metals are considered rare and precious, especially steel. Currently, the flow of most commodities is regulated and trade of metal implements is outright forbidden.</p><p></p><p>For the last several years, the Crusaders of Nyras have journeyed throughout Northern Magnamund, seeking recruits and magical aid for their quest to reclaim their ancient land from the Drakkarim. Their leader, Prince Richard of Westhaven, recently disappeared. He may have been assassinated by agents of Warlord Magnaarn, or he may have taken his recruitment efforts underground. Regardless, the Crusadersappear leaderless.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 944596, member: 7737"] [b]Non-Story Campaign World Interlude[/b] It's no secret that the world of Magnamund is not my creation. It is, rather, the creation of Joe Dever, author of the Lone Wolf game books, which were immensely popular in the '80s. You can learn more about the Lone Wolf game books at [URL=http://www.projectaon.org]Project Aon[/URL]. That said, when I started this campaign, I provided the players with various background documents, cobbled together from information in the Lone Wolf books and augmented with my own imaginings. (These documents are too lengthy to post here, but if anyone is interested in a copy, please e-mail directly at the address in my user profile.) One of the most well-received documents was the list of campaign rumors, which I'll reproduce below. Each of these rumors, or plot hooks, could lead to several adventures. Some could even take the campaign in a new direction. Of note - I have [b]not[/b] fleshed out all of these potential adventures. That would be a lot of work, and the vast majority of them are never going to be needed. Instead, I make up additional details regarding each rumor as needed to respond to PC inquiry or investigation. Only when the PCs are ready to interact directly with the people or places referred to do I go ahead and make stat blocks and so forth. This "just-in-time campaign building" saves me a lot of effort. Now, here are the rumors. = = = Magnamund Rumors The following rumors (in no particular order) are current as of mid-winter, MS 5049. There are fears within the Sommlending military that the people have become soft without a direct Darklord threat to motivate them. As well, the king’s heir, Prince Pelathar, seems more interested in pomp and circumstance than in leading the nation. There are whispers that King Ulnar will pass his throne to a worthy Kai Lord, thereby combining the political and spiritual leadership of the realm. The Maakengorge is a vast scar across northern Magnamund, a great rift south of the Durncrag Mountains. It was here during the Age of the Black Moon that King Ulnar I of Sommerlund slew Darklord Vashna with the Sommerswerd. The bodies of the Darklord and all his followers were cast into the abyss. According to folklore, Vashna's death cry echoes throughout the gorge to this day. Darker tales also hint that somewhere within the Maakengorge lie the pieces of Gajikago, Vashna’s mighty axe, which was hewn in half by the Sommerswerd. A powerful witch is rumored to make her home on one of the Kirlundin islands. Despite repeated attempts by Baron Tor Medar’s forces to locate her, she has never been found. Travelers across the interior of the Wildlands tell of seeing the ruins of a mighty fortress, now occupied by fearsome humanoid creatures. Lord Axim of Ryme (Durenor) is commander of King Alin IV's personal bodyguard and leader of the royal navy. His daughter, Viveka, is something of a tomboy. She received weapons training in southern lands and is reputedly an expert swordswoman. In the throne rooms of northern Magnamund, it is said that Zultan Guldarra is so desperate to restore Cloeasia to her former glory that he is openly selling her services to the highest bidder. Reportedly, the Zultan is offering exclusive trading rights and a military alliance to whichever nation presents him with the most favorable terms. As yet none have taken him up on his offer. Every year, High-Mayor Kordas of Casiorn sponsors the Grand Games, which feature gladiatorial combat, magical displays, archery sharp-shooting, and the like. Much of the High-Mayor’s staff is kept busy preparing for, running, and recuperating from the Games. While some of the more cynical citizens of Casiorn believe the spectacle is meant to distract the populace from crushing class inequalities, the Games are undeniably popular throughout the region. Lately, Barrakeesh (capitol of Vassagonia) has been abuzz over repeated sightings of black-clad figures entering and exiting the imperial palace. The word in the bath-houses is that Zakhan Moudalla is negotiating with agents of the Darklords; such talk has been quickly suppressed. Caravans crossing the Dry Main report many lost cities and ruins buried under the sands. Evil creatures are said to lure the unwary to their doom and to guard untold treasures. Tahou, the capitol of Anari, is supposedly built atop the ruins of an ancient civilization. However, the presidential administration closely regulates access to the Tahou Cauldron; there are few whoknow what’s down there, and even fewer willing to talk about it. Ages ago, on the Isle of Khor (in Dessi), a great evil took old. For centuries, the Elder Magi have used their powers to contain the evil but could never destroy it. They are currently seeking help from experienced adventurers willing to enter and confront the perils of Kazan Oud. Dessi is also threatened by stirrings from within the Chasm of Gorgoron. Ancient tales tell of a great beast within the chasm that will one day emerge and lay waste to Dessi. Some Vakeros tribesmen believe the beast to be a dragon – even though such creatures have been extinct in Magnamund for thousands of years. The soldiers of Palmyrion continue to patrol the western frontier of Ruel, and despite steady loss of life remain steadfast in their resolve to keep the Cener druids bottled up. Those few Palmyrians to survive forays into Ruel return with their minds snapped, babbling insanely. For the last several decades, the Daughters of Ishir have been especially active throughout Magnamund, traveling far and wide in their effort to root out and confront evil. Some of the surrounding lands grumble that Telchos is attempting to spread its matriarchal doctrine in an effort to undermine traditional society, setting up women in positions of authority. Whatever the Daughters of Ishir truly intend is known only to them. Varetta (the major city of Lyris) is a melting pot for mercenaries of all nations who come here to serve the feuding Stornlands princelings in their perpetual wars. The mercenaries frequent the Inn of the Crossed Swords, a cavernous, rowdy tavern where macabre betting games take place and blood is often spilled. Varetta is also home to the Halls of Learning in Brass Street, run by Gwynian the Sage, the wisest man in Northern Magnamund. When he’s not being pestered, Gwynian studies the night sky, divining the future in the patterns of the heavens. Helin, a town to the north of Varetta, is desperately seeking funding for its continued conflict with Karkaste. Prince Janveal has nearly bankrupted himself to pay for a war against Baron Maghao. Without additional gold to pay his mercenaries, Prince Janveal will have to concede the war. On the border between Lyris and the city-state of Casiorn sits Quarlen, whose heavily fortified stone walls protect it from attack. Although not a mercantile town, Quarlen’s wealth comes from the merchants who pay substantial levies to pass through it. The Barrel Bridge Tavern in Quarlen is an impressive hostelry, a meeting place for merchants and mercenaries. The Tavern, which sits on the approach to wide stone bridge over the River Quarl, is overseen by the landlord Gnetzis, supposedly a retired rogue who still fences illicit goods to supplement his income. Amory is a town in Salony ruled over by the Lordling Roark, a thoroughly nasty and paranoid man, but a fine swordsman. Roark has challenged – and defeated – every warrior in the region, growing more arrogant with each victory. He has publicized a standing offer of 50,000 Lune to the man who can best him in single combat. Recently, it is feared that Darklord subversion has undermined the court of Grand Prince Ormond of Slovia, and civil war seems imminent. The Prince of Tekaro has already withdrawn his support for Ormond and is openly calling for men-at-arms to join his cause. Queen Evaine is recalling her troops from Palmyrion to face the threat from Ogia. This has in turn forced Palmyrion to withdraw men from its border with Ruel. Prince Graygor of Eru and his small army are unable to defend their borders from attacks by creatures of the Hellswamp and Drakkarim renegades from the Hammerlands. Graygor is calling for aid from the dwarven kingdom of Bor, aid which the dwarves have proven curiously reluctant to give. Haleón, patron Saint of the Knights of the White Mountain in Durenor, was originally from Valerion. A magnificent tomb in Kelis is said to contain St. Haleón’s mortal remains along with his legendary sword, Xamenh Evtexia. Kalte just completed a vicious but ultimately futile assault on Sommerlund and Durenor, and traders report that the Ice Barbarians of Ljuk are even surlier than normal. In light of the strained relations between Kalte and the civilized nations of the Lastlands, both Sommerlund and Durenor have clamped down on trade with the Ice Barbarians. Normally, in the summer months, merchants journey to Ljuk where they trade metals for furs. Since there are no mines in Kalte all metals are considered rare and precious, especially steel. Currently, the flow of most commodities is regulated and trade of metal implements is outright forbidden. For the last several years, the Crusaders of Nyras have journeyed throughout Northern Magnamund, seeking recruits and magical aid for their quest to reclaim their ancient land from the Drakkarim. Their leader, Prince Richard of Westhaven, recently disappeared. He may have been assassinated by agents of Warlord Magnaarn, or he may have taken his recruitment efforts underground. Regardless, the Crusadersappear leaderless. [/QUOTE]
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