Campaign Setting Write Up
So last week I put together the rough outline of
what your players are going to need as essentials for building your own
campaign setting. So I thought I would
put my money where my mouth is and show you all the basis of the campaign
setting that I use when I am testing out new ideas and tinkering with how to
build ideas and concepts. So let’s take
a look at my suggested starting points and see what sort of trouble we can get
into.
The Setting I usually has hasn’t acquired a name yet
beyond Thark’s World. Thark’s an
essential element, like an Elminster, or a Heroes of the Lance force in the
Universe. He isn’t a sedentary thing, and
can be found traipsing across the length and breadth of the world encouraging
good people to stand up for what’s right and hitting things with a large
hammer. The starting location I usually
use with new folks is the sleepy little town of Lakeport.
“Lake Port is actually constructed on the crystal
blue waters of the Gemhide Lake, set in the central forest of the Feyheart
woods. Gemhide Lake is a confluence
where six different rivers come together and mingle their waters, making it an
excellent place to set up a town. The
ancient trees of the Feyheart Woods are not keen on civilization encroaching on
them, but haven’t bothered the town on the lake itself. Lakeport is one of the westernmost
settlements in the Feyheart before it becomes a wild wood filled with monsters
and ancient ruins. “
What does this tell you about the Lakeport
region? Well you know it has a decent
amount of trade, since it sits at the confluence of multiple sources of travel
and trade. You know that the lake itself
is free of pollutants and other concerns, since it maintains its crystal clarity. You know that the area immediately around it
is called the Feyheart woods, suggesting an ancient connection to the Fey, and
that the trees are at least aware of the growth of civilization around it, and
are not fans of civilization. Finally, you know that Lakeport is basically the
edge of the frontier for parties headed west into the wilder woods in that
direction. Can you build some adventures
out of this area? Certainly, but let’s add some more detail to make it a little
clearer.
The Gods: Here
are five gods that are essential to the Lakeport region. (These are not all of the Gods of the region,
but are more important than others for a variety of reasons)
·
Ahrimaius: The Forge of Creation. Ahrimiaus is the smith and tinker of the
Divine Court, building and designing trinkets small enough for mortal minds and
wonders to shatter the imagination of his fellow gods, Ahrimaius is often
referred to as the Mad Smith, as his church is one focused on making new things
and spreading their works across the World
o
Ahrimaius is important to Lakeport
because one of his seven major temples (the Font of Creation) is located in
Lakeport
·
Bannock:
The Stalwart. Bannock serves
multiple roles in the Divine Court, but his most critical one for Lakeport is
as the Keeper of Civilization. Bannock’s
church seeks to expand the borders of the civilized world and to bring its
light into the dark places of the world.
·
Eridell: The Mercurial. Eridell is the Lady of Rivers and
Water. She represents the full range of
water’s power, from gentle rain to surging flood. She keeps the waterways and preserves them
from those who abuse and spoil them. Given
Lakeport’s position on the water, Eridell is venerated with great devotion in
it.
·
Grandfather Oak: The Eldest. Oak is the first of the ancient fey gods that
ruled in the distant past. He is the
source of every other plant that has come into being since, and he long ago
gave away a great deal of his power to give the other gods their chance. He is a revered figure among the druids of
the region, and his ancient trees can be found throughout the Feyheart.
·
The Slumbering King: The Dreamer.
The Master of the Divine Court, The Slumbering King represents the
potentiality of sentient beings and is the default god of Humanity. His church can be found everywhere humanity
can be found.
Home Base:
Lakeport is an excellent home base for adventurers because of the
following:
·
Mayor Gillean: Every spring, Mayor Gillean gathers the young
adventurers of Lakeport and assigns them into adventuring parties. Older adventurers are given more dangerous
tasks, but the Mayor is primary quest giver in the Lakeport region
·
The Bishop of Lakeport and the
Forgemaster are both high level clerics capable of healing grievous injuries to
needy members of the adventuring classes.
Services are not free, but both of them have a soft spot for adventurers.
·
The Priests of Bannock are known sages
and historians on numerous topics about the surrounding areas and can help out
with a variety of knowledge. The grand
library in the Citadel of Ways (the temple of Bannock) is the largest one in
300 miles.
·
The Font of Creation has an open air
bazaar where goods from across the river country are traded. Hedron, the ancient wizard occasionally sells
arcane items of great power, and the high trading season that commences every
spring has a flurry of merchants from Dwarven clans to Jumar herds (bipedal
rabbit traders) flocking to Lakeport to trade.
The other festival at the end of autumn draws nearly as many merchants,
hoping to cash in on the success of young adventurers.
·
Lakeport is a thriving community that is
constantly expanding its borders. New houses
and shops are being built every year to meet the needs of its growing
population.
Critical NPCs
·
Mayor Gillean
·
The Forgemaster (High Priest of
Ahrimaius)
·
The Keeper of Ways (High Priest of
Bannock)
·
The Lady of waves (The High druid of
Lakeport)
·
The Bishop of Lakeport (The High
Priestess of The Slumbering King)
·
Hedron (The Archwizard)
·
Captain Tully (Captain of the city
guards)
·
Fellinore (Head of the Dockworkers
Union, thief)
·
Sarada Hightree (Proprietor of the
Lakeside Inn)
·
Guera (Master Merchant, keeper of the
Bazaar)
Encounters:
This region is rife with encounterable monsters and
places to explore. The distant past of
the Feyheart filled this region with Dolmen structures that serve an unknowable
purpose. On specific nights, individual
Dolmens will fill with eerie lights, and strange creatures will emerge. Other times, these dolmens lead to strange
underground structures that can be filled with treasure, monsters, or a
combination of the two.
Two key areas of note:
The Giant’s cup, a dolmen gate complex that is
rumored to be the home of a dragon and his legions of minions.
Castle Blackrock:
An ancient castle settled in the last 500 years, Castle Blackrock is a
mystery set just across the frontier in the wild wood. Strange creatures traverse the area, and
rumors of monstrous beasts, fey monsters, ancient cults and more fill the inns
and taverns of Lakeport on a regular basis.
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