SESSION 2 - THE FORGOTTEN TOMB

 

The following day, the lizardfolk chief sent two of his scouts with the party on their trek to find the place where the Sunbloom grew.

Later in the first day of travel into the swamp, the group came upon a small group of bandits who had taken captives from a farm outside the village of Padure.  The adventurers set up an ambush and attacked the would-be slavers, eliminating them as a threat and freeing the family before they met a terrible fate!

The family of seven were escorted to the edge of the swamp and provisioned for their return trip home.  The party then ventured back into the swamp and on toward their sought for prize.

After a couple days of travel, they encountered a dread carrion crawler , which tried sneaking up on them as they were camped for the night.  The wretched monster paralyzed several of the party members with its flailing tentacles, but the valorous heroes were able to bring it down in the end.

A close up of a creature

AI-generated content may be incorrect.

 

They continued on and the next day arrived at their destination—an artificial mound dappled with Sunbloom flowers.  They briefly explored the area, and found a large bronze-covered stone door set into a recessed opening halfway up the domed hill.  The door was wedged slightly open!

The adventurers concerted their efforts and moved the stuck door open wide enough for them to enter. They saw a 35-foot, expanding hall ending in a set of closed, bronzed double doors with no handles.  The walls of he hallway were carved with various reliefs and hieroglyphs and the flakes of paint strewn about the floor suggested that the walls had once been brightly painted, until the creeping environment of the bogs outside had infiltrated the area.  Someone or some thing must have opened the great door a long, long time ago!

They moved in and combined all their strength to just barely open one of the closed doors, which swung inward with a loud, grinding noise.  They entered into the tomb and after a bit of exploration, Davon the rogue pried a gemlike stone out of the eye sockets of a jackal-headed statue and a pressurized spay trap burst out from the socket and hit Gyles the cleric, who was inadvertently standing right in front of the statue!  Gyles’ armor and mace dissolved in mere moments, as the rust monster essence contained in the solution did its work!

At the same time, Caelthorn and Thoradin set off a pressurized plate trap I the floor, which animated an eight-foot tall, spear wielding jackal-headed stone statue stationed at the front entrance.  Battle was joined, and while Caelthorn, Thoradin and a momentarily less puissant Gyles engaged it in combat, Davon and Molanar tried some fancy lassoing techniques on the statue, which managed to keep it distracted and slow it down.  The party was able to defeat the construct and were rewarded with a magical spar for all their troubles!

The tomb was well-lit with magical continual light sconces in the hallways.  The walls were carved with hieroglyphs and various scenes of everyday life from a race of jackal-headed humanoids who appeared to live in some kind of mountainous valley.  The carvings were brightly painted and the overall craftsmanship was quite stunning to all the adventurers.  Not everything was so attractive however, for along the interior walls there were placed a dozen shallow alcoves where skeletal figures wearing scraps of tattered robes were propped up.  An ominous sight!

The party continued on and came across a sarcophagus and altar at the very rear of the tomb.  They opened the (false) sarcophagus and animated the dozen skeletons in the shallow alcoves.  Battle was again joined and the party was victorious, with Gyles turning several of the undead during the fight.  The sarcophagus was empty, but as the group carefully searched the area, Molanar’s sharp elven eyes picked out a very slight crease in the wall behind the altar which the passage of ages of time had revealed—a secret door!

The party entered the final resting place of the tomb’s owner.  Her sarcophagus was set with a bronze overlayed stone lid carved in effigy of how she would have appeared in life—a six and one half foot tall jackal-headed female humanoid clad in flowing robes.  Her crypt was not lit, but was still carved and painted similarly to the rest of the tomb.  On the back wall of the chamber hung a large, vividly colored tapestry of exotic design, and perfectly preserved.


The adventurers used all their strength to remove the massive lid and within found the crumbling remains of the priestess.  They also found a magical, carved ebony staff, several ancient jewels of great value and a bronzed set of magical chainmail.  Quite a haul!

They also noted in the paintings on the wall that it appeared in the distant past, this tomb was located in or near a small settlement of the humanoids before the Blight Swamp had expanded outward along the Achelos River.  The tomb must have been built a thousand years ago or more!

In need of time to rest up and heal after their many combats, the party decided to camp inside the now cleared tomb.  They initially decided to close the double doors fast, but Caelthorn had a moment of inspiration (or perhaps, self-preservation) and noted that if they closed the double doors from the inside, they could potentially be trapped forever!  He was correct, as the massive doors had no handles and only opened inward!  They might have been trapped for eternity!  They would later lean that the living statue standing guard would dispose of those few who violated the tomb and would close the doors again from the inside, not being concerned about being able to get outside!

The group rested up and collected as many Sunbloom petals from the hill as they could, with each party member also carefully packing two Sunbloom plants to bring back to the village.  With this, they headed due east and back to Wes Wind Village.

As they neared the village, they saw a plume of soke rising from the direction of the village.  They double tied it back and discovered that the Church of Karameikos had been burned to the ground!

They went to talk to Will Dappleglade at the Dew Drop Inn, who informed them that two days ago a band of orcs had assaulted the church, setting it ablaze sand captured Ionnes the pries, dragging him off into the woods.  With the adventurers out exploring, and with Bogdan Moraru attending a meeting in Luln, there were not enough to fend of the humanoid invaders!

The villagers were awaiting the return of the Patrikios before setting off to try to rescue the priest.  Before deciding anything further on the matter, the adventurers went to go see Barglos the wizard and collect their rewards!

Barglos paid them for the plants and petals, and after listening to their tales, paid them full price for all the nonmagical artifacts taken from the tomb, as well as for the small amounts f nightshade they had found AND the eight carrion crawler tentacles that they had carefully extracted and secured!

With that, Barglos rubbed his bearded chin thoughtfully.  “I think I should like to personally examine this tomb when circumstances allow . . . but for now, we must consider wat to do about our captured priest!”

____________________

EXPERIENCE POINTS:

Caelthorn                  :   962 + 250 for the insight about the tomb doors

Davon Dembleton     :   962 + 100 for having the rope and working with Molanar

Gyles                         :   962 + 50  for contributing to combat even after losing his gear

Molanar                     :   962 + 100 for working with Davon and finding the secret door

Thoradin                    :   962 + 50 for getting into the front of every single fight

 

TOTAL TREASURE:

8gp and 127sp

8 clear-cut glass stones (80gp}

Golden altar bowl (50gp)

Ancient tapestry (100gp)

Jeweled diadem (900gp)

Jeweled pectoral (1600gp)

Jeweled signet ring (600gp)

10 batches of sunbloom petals (200gp) split 20gp to each member

9 live sunbloom plants (900gp) split 100gp to Thoradin and 200gp to each other member

Spear +1

Chainmail +1

Staff of Healing

SESSION 1 - THE ADVENTURE BEGINS!

The Blight Swamp

On the first day of Thaumont, in the year 1000 of the Thatian calendar, a small group of adventurers gathered together for the first time in the village of Westwind.  They had answered the call of a local magic-user, Barglos Karatzas, to investigate the environs of the nearby Blight Swamp in search of certain ingredients the magic-use had need of for his various arcane research projects.

Those who answered the call included the sons of some of the oldest and best respected farming families.

Among these were Brother Gyles, an acolyte of the local faith, Davon Dembleton, a slim youth possessed of a certain set of skills.

Others who were not native to the village also attended the meeting— the distant elven cousins Caelthorn and Moradan and a stout dwarven lad named Thoradin  who hailed from the hills outside of Miere village a day’s travel from Westwind.

When it was clear no others were responding, the magic-user made his offer to each of the attendees.  In exchange for twenty gold pieces apiece and the acknowledgement that they could keep any treasure they should acquire free and clear, they would travel into the depths of the Blight Swamp in search of the petals of a flowering plant believed to be unique to the marshy terrain.

The group agreed and set off together then next day with little more than a rough set of directions and a great deal of ambition!

After a day’s hike, they reached a set of ruined standing stones, whereupon they would switch course northwesterly and into the swamp.  At the ruins, they encountered a bedraggled hermit who offered to take them to the proper entrance to the swamp in exchange for a bit of spiked cider.  As they arrived at the edge of the marshes, they were ambushed by two swamp cougars and then Caelthorn was backstabbed by the hermit, who turned out to be quite mad.  The cougars, whom the mad hermit called Bunnyboo and Hunnydoo, were dispatched, and then the hermit himself was dealt with.  A number of the party having been badly wounded, they camped for several days to rest and recuperate.

They then set off again into the swamp proper.  In time they realized they would need to make rafts to travel, as patches of dry ground appeared further and further between. They decided to take the time necessary to fashion the rafts out of localized materials and each night, they were observed by three humanoid heads peeking at them slightly out of the nearby waterline.  After a few nights, the concealed visitors would attempt to make contact and soon, the party responded and the two sides met.

The Lizardfolk Chief


The visitors were a clan of nocturnal lizardfolk who had a proposition for the adventurers:
  rid them of some dangerous predators that had entered the area and the lizardfolk would show them where the sought after flowers bloomed.  The lizardfolk chief told them that the common tongue name for the flowers would be closest to “Sunbloom,” and that the flowers only bloomed in a specific place.

The party accepted the offer and the lizardfolk gave them four gords filled with an antivenom that would be effective for warm blooded creatures, but not for more coldblooded creatures such as the lizardfolk.

The next morning they set off in the direction the lizardfolk sent them.  Floating along on their rafts they came upon a growing number of webs strung between the cypresses.  The further they went, the more numerous the webs became, until they realized they were traveling in a mazelike arrangement drawing them toward the predators the lizardfolk feared.

At the heart of the maze was a very large, webbed dome.  The adventurers secured their rafts to a large cypress tree, only to be taunted by chittering, alien voices.  “warm blood,” the voices taunted,  “Warm blood for us to feast upon!”

When darkness descended, the predators attacked.  

Giant Black Widow Spider of the Blight Swamp

Two gigantic black widow spiders descended upon the adventurers and their rafts and battle was joined.  After a harrowing confrontation, the party emerged victorious and took the carcasses of the deadly spiders as proof of their success.

The lizardfolk were true to their word and not only told the adventurers that they would guide them to their desired destination the following morning, the chief also gifted them with a large ingot of gold!


Before parting ways for the moment, the chief told them “Tomorrow we will guide you to the place where the Sunbloom grows.”

 ___________________

EXPERIENCE POINTS:

    Caelthorn                  :   341

    Davon Dembleton    :   341

    Gyles                        :   341

    Molanar                    :   341

    Thoradin                    :  341


TOTAL TREASURE:

    dagger +1
    ring of protection +1
    shield +1
    potion of gaseous form
    2 doses of swamp spider antivenom
    gold ingot (90gp)
    50gp
    160sp

SETTING THE GAME TABLE - The Duchy of Karameikos at a Glance

 


    Zagrev Yarol looked down on the map spread out on the table in the Grand Council Chamber of Specularum.  This was among the first maps prepared for the Archduke by his surveyors before his liege lord had ever petitioned the Emperor for the rights to these lands.  It was a fair representation of the new realm, and it was among his favorite.  Not only because it was prepared by his fellow Traladarans, although that certainly was a point of pride, but because it was honest and simple, just like his people.

    Nearly ten years ago, one of Duke Stefanos’ agents had approached Yarol with a proposition—to commission the best explorers and mappers he could trust to go forth into the wilderlands and create a true and accurate geographical assessment thereof.  It had been the beginning of a long and fruitful relationship, culminating with the appointment of himself as Minister of State for the new realm.

 

     As he mused, Duke Stefanos entered the council chamber and stood nex to his chief minister.

 

     “Well Zagrev, brief me as best you can before the others arrive,” he said.

 

    “Of course, Your Grace.  The discussion today centers on the final planning for the Great Westron Road stretching from Specularum to Luln.  As you very well know, Luln is a strategically located walled town that the Traladarans built over an underground river centuries past.  It was the only town that held out against the Emperor’s imprimatur granting you this realm.”

 

    “Yes, yes, don’t remind me old friend.  I wish never again to have need of a siege anywhere within the boundaries of my lands.”

 

    “As you say, Your Grace,” Yarol nodded in agreement.  “Although it’s walls have never been breached, the siege was ultimately successful and your new magistros has governed the territory well in your name since that time.”

 

    “Your suggestion of governor was well made,” he answered. “Leonos Vadas I a good man.  Keeping a Traladaran loyal to my cause in charge not only assures no more sieges but also helps keep my Thyatian nephew’s ambitions in check!”

 

    Yarol frowned ever so slightly at the mention of the Duke’s kinsman.

 

    Loudovikos Mavrosaetos, the self-styled ‘Black Eagle,’ was the Stefanos’ only direct kinsman willing to follow him into the wilderness.  The young Black Eagle was a talented soldier and had fought with distinction during the great gnoll incursion.  As a result, and perhaps a bit rashly, the Duke had named Loudovikos Konostablos, or baronet, and offered him his choice of vassalage.


    To the Duke’s surprise, his kinsman chose a place rather far from the capital on the rocky western coast of the realm and had then built a small keep for himself on a high promontory.  It seemed the vain nobleman had done so more for the location’s breathtaking views than any strategic significance.  It had no harbor and only modestly productive farmland.  As a result, the Duke’s court was always concerned that the young baronet’s attention would be eastward in search of opportunities to increase his holdings.  The existence of Luln was a clear obstruction to how far the Black Eagle’s gaze might linger.


    Turning back to the map, the two men considered what else might arise as they sought to tame the vast wilderness of the Grand Duchy. 


    “None of the great forests will impede the path of your roads, Your Grace,” Yarol noted, pointing to wo clearly demarcated forests.  “The Westron Road will pass south of the Radlebb Forest and the Eastron Road shall only pass through the Dymrak Forest along the coast on the way to Rugalov.  The Callarii elves of the Radlebb have staffed your Elvenguard with 150 of their most adventurous folk and are proving to be dependable allies overall.  The Dyamarak elves of the Dymrak Forest largely dwell in the northern part of the woodlands, nearer to the Volaga River.  Their emissaries have assured us that so long as we do not overly disturb he forest, there will be no troubles. 


    “The Achetos Forest in the west is only sparsely peopled with smaller elven clans.  The folk there appear to be more independent and less organized.  Their relations with the various villages around the forest also appear friendly.”

 

     The Duke scanned the map from West to East, satisfied.  “And what of the north?”

 

     “It is quiet in the north at this time, Your Grace, Yarol supplied. “Even so, there are always rumors . . .”

 

      “Such as?”

 

    “Whispers of old and unknown things that dwell deep in the mountains.  Most of it is attributed to the superstitions of provincials by those who speak with us, however.  There are also some few Darokin marcher lords remaining in the valleys and smaller passes holding over from a time when that realm explored southward well over a century ago and attempted to put down roots here.  Those efforts were long since abandoned and now these lords consider themselves independent from Darokin but also possibly seeing themselves as independent from your rule, as well.  It is also believed that they have been, or would be, a first line of defense against anything that should come down out of the mountains.”

 

     “How many of them are left?”

 

    The minister quickly scanned his notes.  “We indicate only three houses in our records-  von Vietlinghoff, von Zarovich and von Trotha.”

 

    “What have our messengers to them to report?”

 

    “Nothing, as of yet, Your Grace,” Yarol replied “Given our time constraints and other priorities over the last year, they were sent only before winter.  We have no reports yet as the spring approaches.  We do not see this as unusual, however.”

 

    “Very well, Minister Yarol,” the Duke concluded, taking his seat at the head of the council table.  “I am ready.  Send them in.”

            


SETTING THE GAME TABLE - A Call to Adventure!

 



SETTING THE GAME TABLE - Westwind Village at a Glance

 


OVERVIEW

    Westwind, as it is known in the common tongue, or Vant-din-Vest to the native Traladarans, and Zephyros to the newly come Thyatians, is a small village northwest of the town of Luln.  The settlement sits along a noteworthy tributary of the Achetos River, nestled comfortably near the rolling hills common to the region.  It numbers roughly seventy-five permanent residents, give or take.

    The small Traladaran village has been locally governed by the Moraru family for generations.  Only last year, psaltis (priest) Ionnes Agapetos arrived, carrying letters from Leonos Vardas, the Archduke’s magistros (governor) in Luln and addressed directly to Bogdan Moraru, the current head of the family.  The magistros had named Bogdan patrikios (patrician), a Thyatian title signifying that Bogdan had now become an appointed member of the Archduke’s government.  Bogdan felt little recourse but to accept and what had once been tradition had now become formalized.

    Apart from this new responsibility, the Morarus have otherwise continued on with their role as leaders in the village, operating their mill, which all the locals use to process their wheat, and marshalling the residents in times of conflict or other necessity.

    Ionnes Agapetos himself has been widely accepted into the community.  With funds provided by the governor of Luln, a modest church was raised next to a small cottage purchased from one of the locals.  And although many villagers continue on with their traditional religious practices, many also accept the teachings of this new Church of Karameikos and all the magical healing and undeniable aid that accompanies it.  Ionnes has even become recently engaged to a local girl, Ileana Fieraru, daughter of the village blacksmith and the wedding party is expected to be the highlight of the upcoming spring season!

    Other well-known residents of the village include Will Dappleglade, the proprietor of the Dew Drop Inn, the local public house (such as it is) and Barglos Karatzas, a young Thyatian wizard who has come to study the flora and fauna of the Blight Swamp that lies to the west.

    The village itself is surrounded by many wheat fields that are regularly tended to by its inhabitants.  On the other side of the riverlet from the main settlements they also maintain a fenced off common pasture, which is in turn surrounded by even more cleared fields.  Most of the residents also keep small vegetable and herb gardens around their dwellings.  A common well is also to be found in the center of the settlement.

    Perhaps the best known feature of the little village is its common orchard, which is carefully attended to by most of the residents and which supplies an abundance of apples used for all manner of dishes, as well as for making more cider than anyone could reasonably consume.  The village’s spiced cider is so greatly prized by the small elvish clans dwelling in the nearby forests, they often come to the village to trade for the fermented drink.


NOTABLE PERSONAGES

Patrikios Bogdan Moraru (Lawful Fighter 4)

    Bogdan’s family are the traditional village leaders and own the local mill.  Bogdan himself is a respected headman and skilled warrior, having led the defense of the village against small goblin and gnoll incursions in the past.

Psaltis Ionnes Agapetos (Lawful Cleric 4)

    Ionnes is a somewhat recent arrival to the village who has been readily accepted by his new neighbors.  He is now betrothed and has truly made a home for himself in Vant din Vest.  Ionnes had previously served in the defense of Specularum against the great gnoll incursion and was awarded the Order of the Griffon for his valor.  He is regularly consulted by Bogdan in matters relating to communiques from the magistros.

Willian “Will” Dappleglade (Lawful Halfling 3)

    Will Dappleglade has lived in Westwind village going on ten years now.  Rumors suggest that he is a retired adventurer who prefers the bachelor’s life to that of an arranged marriage in the Five Shires.  He certainly enjoys drinking with the locals and spinning yarns with them deep into the night and never seems to be in need of coin, given that he also seems to give away more free libations than a shrewder tavernkeeper would.  His establishment has a few rooms for rent, and the halfling proprietor himself lives in one of these lodgings located above the common room.  Some of the local youths have been known to find a bit of part-time employment in his service on those infrequent occasions that visitors come to town, or when a merchant wagon pulls in with more barrels of halfling-brewed ale imported from the Five Shires.

Barglos Karatzas (Neutral Magic-User 4)

    Barglos is a Thyatian-Traladaran hedge wizard, alchemist and aspiring potion-maker who arrived in Westwind not long after Ionnes.  Barglos hails from Specularum and through a bit of luck, and despite his poverty, he was apprenticed to a local magic-user of little note with a great fondness for strong drink.  Barglos was an apt pupil and reveled in the knowledge he acquired, being particularly drawn to both the ancient histories of his homeland and the arcane mysteries of magic and alchemy.  AS soon as he was able, he set out looking to make his fortune.

    He decided upon Westwind village as a place where he could pursue his studies in relative peace and quiet and explore the exotic flora and fauna of the Blight Swamp in search of ingredients that would serve as the keys to unlocking great magics.

    Seen as something of a harmless and eccentric academic by his neighbors in Westwind, the wizard has been known to sell the locals alchemical unguents and poultices useful for tasks as varied as helping keep their iron tools from rusting to boosting the egg-laying production of their chickens.  If anything mystical or esoteric comes up, he is consulted, although most such consultations involve little more than local superstitions.  As long as he receives a few coins in return, he doesn’t complain.

    Word has now spread that the magic-user intends to hire a group of ambitious explorers to gather various items from the Blight Swamp when spring arrives, and that he is already enquiring about for volunteers.

 

RECENT HAPPENINGS

    As spring arrives and thoughts turn to planting, Ionnes and Ileana’s wedding party and the prospects of an adventure into the Blight Swamp, a messenger has arrived from Luln bearing an official communication from the governor himself.

    It carried the decree of Archduke Stefanos Karameikos that with the arrival of spring, two great public works would commence, each of which being the construction of a great road connecting the capital to Luln in the west and Rugalov in the east.

    Surveyors and other workmen were already assembled and on their way from the capital to Luln.

 

SURROUNDING ENVIRONS 

    Westwind lies roughly on day’s travel in any direction from its closest neighboring settlements.  Each of the villages in the area farm the land, while in Luln, the Archduke’s officials see to it that each village’s harvests are properly tithed and collected seasonally.  Each settlement also has arrived at some specialized area of production that spurs trade and social relations amongst the various peoples. 

    Padure village lies to the north and is situated on the edge of the Achelos Woods.  It is a settlement of roughly 60 inhabitants and is respected for its wainwrights and woodworkers.  The folk of Padure maintain harmonious relations with the elves of the nearby forest, working together to responsibly harvest wood and expand the forest’s overall footprint. 

    Miere village lies to the east and is noteworthy for its numerous beehives.  From this village come many useful items, including honey, beeswax and mead, another favorite of the elves of the Achelos Woods.

    Luln lies to the south and is nestled within a cluster of notable hills.  It is the regional administrative center of the Archduchy and lies in a particularly strategic location, being situated over a sizable underground stream.  The fortified hill town is surrounded by open prairie for endless miles and is an ideal location for the many Thyatian villas, vineyards and ranches that have sprung up around it.  Nearly all of the villages under Luln’s oversight lie to the north, with Westwind being the closest.  The scattered prairie holdings to the east eventually give way to the Radlebb Forest and the largest community of elvenfolk in the Duchy, the tree dwellings of the Callarii.  South and west of Luln lies the demesne of the Archduke’s cousin, Loudovikos Mavrosaetos, the Black Eagle.  From his coastal stronghold of Fort Halag, the ambitious baronet looks to expand his influence and is always watchful for opportunities. 

    West of Westwind village lies the Blight Swamp, a foreboding tract of saltmarshes, fens and bogs rarely visited by the good folk of the area.  It is rumored that a tribe of lizardfolk dwell in its environs, as well as other, even more dangerous denizens.  This is the area, and its potential resources, that Barglos Karatzas has hie eyes set on.

SETTING THE GAME TABLE - Introduction / The Crunch

 

The rules system used in Unknown Frontiers is BECMI D&D, save for the few minor house rules provided below which are intended to make everything more fun.

As we start, the players’ options are initially confined to the Basic Set.  Upon reaching 4th level, the expanded rules of the Expert Set become available, at 15th level, the Companion Set rules, and so forth.

Neither the D&D Rules Compendium nor any of the Gazetteers apply to the campaign.  To the extent we explore the Known World, we will start with the bare bones provided in the boxed sets and in the Isle of Dread, which were laid out in the prior Setting the Game Table post.  The players’ creative interaction and the actions that they take will help shape both the past, as well as the future, of the Known World.

The few simple house rules are as follows:


·       No Chaotic alignment (i.e. “evil”) characters are allowed.

 

·       Characters begin at first level with maximum starting gold, which is 180gp.


·     Characters begin at first level with maximum starting hit points for their hit die.  For each level after first, players may declare whether they wish to take the average hit points per hit die, rounded down (e.g. an 8 hit die for a fighter means 4hp per level on average after rounding down from 4.5), or elect to openly roll their hit die during one of our sessions and let fortune decide!  Once the choice is made for that character level, it is final.  Players may choose at each level how they wish to increase their hit points.

 

·     Ability Scores are generated using the following rules, adopted from the fifth edition of the D&D game:

 

The exclusion of evil characters is intended to help keep the campaign intact—nothing crashes a game faster than PCs who steal from their fellow party members or otherwise create rifts that take away from everyone’s enjoyment.  This campaign is heroic in outlook. 

With all this said, I look forward to seeing what everyone rolls up for a character and taking the first steps into adventure!

 

SETTING THE GAME TABLE - Introduction / The Fluff

 

View of the Harbor from the Castle of Archduke Stefanos Karameikos in Specularum

Stefanos Karameikos had done the unthinkable.

Less than a year ago, the Emperor’s first cousin had exchanged his family’s ancestral holdings in the very heart of the Thyatian Empire for a swath of untracked wilderness on the edge of the western frontier.

The Emperor could still hardly believe his luck as Duke Stefanos departed the imperial capitol with a fleet of new sailing ships, his freshly executed charter in hand.  The Karameikos estates were among the richest in the land and would help sustain the exalted status of the Emperor’s household for generations to come.  All in exchange for distant lands that were occupied either by men the empire considered uncivilized barbarians, or demi-human and humanoid clans that rarely, if ever, took notice of the imprimatur of Thyatis.  The Emperor had always thought his cousin to have been a shrewder man, but who was he to argue when fate had left him such a prize!

The newly raised Archduke was not unprepared for his situation, however.  His most trusted lieutenants had long ago scouted deep into the mountains and forests of this new domain and had found both abundant resources and sparsely placed settlements.  In preparation for this undertaking, they had patiently and carefully procured the provisions necessary to begin to build a new realm.  Ambition would supply everything else that was needed.

And so it began. 

Upon his arrival, Stefanos adopted the region's only natural seaport with a sheltered harbor as his new seat of rulership.  A marauding horde of gnolls had assaulted this new capitol within only a few months of its establishment.  The humanoids were successfully driven off, but the Archduke and his loyal retainers had not been ready for a challenge to the new order so soon.  Stefanos renamed his capitol Specularum, or “watchtower,” in his native tongue, and a watchtower it would prove itself to be thereafter.

He then sent out newly anointed barons to administer the realm’s three largest towns of note as well as their surrounding lands and villages—  Luln in the west, Kelvin in the north and Rugalov in the East.

Now, as the new year approaches, the Archduke has decreed the commencement of the creation of both a Grand Westron and a Grand Eastron road, connecting Specularum to Luln in the west and to Rugalov in the east, thereby endeavoring to firmly reinforce the security of the entire Southern length of the realm.  His command of the Volaga River and its tributaries would suffice for the time being for keeping the north in check.

Word had arrived in Westwind Village, a small hamlet a day’s ride northwest of Luln, that the Archduke’s engineers and surveyors and workmen were on their way to begin preparations in the nearby township.  When the Archduke first arrived almost a year ago, the villagers had adopted a saying—“if the Archduchy is at the edge of the Empire, then Westwind Village is at the edge of the Archduchy”— and so it had been, but that was about to change!

With the announcement of these great civic projects, talk of the promise of economic and cultural opportunity rapidly spread among the local folk.  Not only would the veritable army of workmen need provisioning and other services, there would also be need of scouts and explorers to assist in the endeavor.  In the minds of the local peoples, the possibilities were nearly endless!  Fields that had been left fallow via crop rotation would all have to be planted.  The villages of the region would have to up the output of each of their specialized goods.

The announcement had even drawn the interest of the small clan of elves that lived in the nearby forest and emissaries had recently arrived to confer with the village magistrate, who had issued his own proclamation seeking out those willing to take the chance of improving their lot.

In response to this summons come the player characters, green but ambitious, ready to take a first step into a broader world in search of adventure.  Unknown Frontiers await!