RangerWickett
Legend
It's the beginning of a new campaign. In my setting, a huge world-spanning empire just had its emperor assassinated by a group of magic-users, so a huge scourge against all disloyal magic-users is underway. Imperial inquisitors, specialized in antimagic, hunt down and kill any magic-user who does not pledge loyalty to the empire, hoping to prevent a full revolution.
In a remote region of the empire, seldom patrolled, an old mage school has sent out couriers to try to gather as many fugitive magic-users under its banner, to form a resistance and hopefully survive an eventual imperial assault. The PCs are traveling there, and from there I'll guide them along to the main plot(s) of the campaign, but I want to make the school a vibrant, interesting place they'll want to return to over the course of the campaign.
Here's what I already have. If you have any suggestions, I'd love to hear them.
The town of Seaquen is located on an isthmus about 15 miles wide that bridges a huge northern and large southern continent. Originally a fishing village of about 500 locals, the town grew when a foreigner, Simeon Gohanach, decided to found a magic school in the town. The area was isolated from the dangers of the empire, and the locals were generally friendly and unafraid of sorcery. Within a decade, the school had grown to have over 20 instructors and nearly 200 students.
To the north of Seaquen, as the isthmus slowly widens, is a fairly large forest, stretching about 20 miles northward. Beyond that, the terrain changes to a bog along the east and west coast, with flat floodplains in the interior. Once you get about 50 miles north of Seaquen, the 'isthmus' is too wide to really be called an isthmus, and the terrain changes to rolling plains as you approach the nearest sub-kingdom within the Empire.
To the south the terrain is rocky, with mild vulcanism and some steam vents. Despite the harsh conditions, this is where most of the locals live, because of the great mining potential. Whenever foreigners do come to visit, the locals trade large supplies of ore, plus various fine metal jewelry. The area of vulcanism only extends about 30 miles southward, after which the isthmus widens and the terrain turns to hilly forest.
The vulcanism is actually caused because the isthmus is over a fault line, where two tectonic plates are slowly pulling apart, but the vulcanism inexorably pours out fresh rock to make the isthmus grow. We're not talking volcanoes here, just a few small rifts where lava pours out every once in ahilw.
brb
In a remote region of the empire, seldom patrolled, an old mage school has sent out couriers to try to gather as many fugitive magic-users under its banner, to form a resistance and hopefully survive an eventual imperial assault. The PCs are traveling there, and from there I'll guide them along to the main plot(s) of the campaign, but I want to make the school a vibrant, interesting place they'll want to return to over the course of the campaign.
Here's what I already have. If you have any suggestions, I'd love to hear them.
The town of Seaquen is located on an isthmus about 15 miles wide that bridges a huge northern and large southern continent. Originally a fishing village of about 500 locals, the town grew when a foreigner, Simeon Gohanach, decided to found a magic school in the town. The area was isolated from the dangers of the empire, and the locals were generally friendly and unafraid of sorcery. Within a decade, the school had grown to have over 20 instructors and nearly 200 students.
To the north of Seaquen, as the isthmus slowly widens, is a fairly large forest, stretching about 20 miles northward. Beyond that, the terrain changes to a bog along the east and west coast, with flat floodplains in the interior. Once you get about 50 miles north of Seaquen, the 'isthmus' is too wide to really be called an isthmus, and the terrain changes to rolling plains as you approach the nearest sub-kingdom within the Empire.
To the south the terrain is rocky, with mild vulcanism and some steam vents. Despite the harsh conditions, this is where most of the locals live, because of the great mining potential. Whenever foreigners do come to visit, the locals trade large supplies of ore, plus various fine metal jewelry. The area of vulcanism only extends about 30 miles southward, after which the isthmus widens and the terrain turns to hilly forest.
The vulcanism is actually caused because the isthmus is over a fault line, where two tectonic plates are slowly pulling apart, but the vulcanism inexorably pours out fresh rock to make the isthmus grow. We're not talking volcanoes here, just a few small rifts where lava pours out every once in ahilw.
brb