Adventure Background Info.
- This was the DM's (James) first e-mail to us about our current
adventure. The map of the area we are in is in the Files section
Hello all, below is a quick run down of the campaign environment and
I've attached an overland map of the Kingdom to give a sense of where
..:: Duvik's Pass ::..
Duvik's Pass is a small mining hamlet of 200 that has been in slow
economic decline for the past 15 years. At its height the mine
enjoyed outputs nearing (10) tons per annum [approximately 100,000
GP] however, after 50 years of production, deeper digging has only
yielded declining returns and this year returns have dipped to less
than a fraction of its former highs [output is estimated to be less
than 5,000 GP]. The current mine is largely abandoned with only a
skeleton crew working it for its minute yields.
Today, the majority of the residents of Duvik's Pass sustain
themselves through individual scale mining higher in the mountain
combined with subsistence farming and trapping. The trapping has
proved to be viable economic option for the community and several
members have dedicated increasing resources at expanding operations
to meet the market demands of the port cities Queensport and
Searsport as well as the capital, Pelgraid.
Both the mining and trapping operations in recent years have brought
the community into conflict with the populations of orcs that make
the high plains their home. Orc raids on a small scale were a common
occurrence throughout the history of Duvik's Pass, however recent
raids have been larger in scale and more organized in nature.
Assistance from Pelgraid has been slow coming, likely because of the
limited amount it contributes to the kingdom's coffers as well as it
remoteness and diminutive size.
..:: Kingdom of Pelgraid ::..
Pelgraid is a small kingdom residing on an eastern coast and is
bordered by mountains to the north, hills to the west, and forests to
the south. It is a geographically diverse region with deciduous and
evergreen forests, floodplains, low lying hills, and mountains. The
kingdom is comprised of four major cities: Queensport is the primary
ship building and maritime trade port; in Searsport fishing is the
primary economic activity; Bent Arm, is the gateway to the west and a
bustling trade center; and Pelgraid, the seat of power in the
kingdom. Outwardly, the kingdom appears to be stable both socially
and politically; the current dynasty has been in power for nearly ten
generations much of it in peace and relative prosperity. However,
Pelgraid is ailing from economic conditions that mirror those of
Duvik's Pass. Trade from the west has been slowly declining and a
sustained blight has reduced ship building to a shadow of its former
glory. This has lead to a undercurrent of restlessness that runs
through the citizens that live in or near the four largest cities.
Pelgraid is a human nation though there is a small minority of elves
in the forests to the south and gnomes in the eastern hills, however
these races are independent of the kingdom. There has been a long
history of tension between Pelgraid and the orcish tribes of the high
plains and this has lead to a high level of suspicion and distrust of
orcs and Hal-orcs in the central and southern parts of the kingdom
and open hostility in the northern border towns.
..:: High Plains ::..
A cold and forbidding grassland hemmed in by the northern mountains,
it is the home to a number of orcish tribes that have been gathered
under the somewhat civilizing banner of the war-chief Johdun Mail
Fist. Johdun began his campaign of unification nearly thirty years
ago first sweeping out across the plains then finally pulling in one
by one the mountain tribes either by force or friendship. The
results have been positive not only for the orcs but for the dwarves
of the region as well as humans.
Unification has had a dramatic impact on orc society, most notably
the rise of settlements. Those in or near the mountains are more
permanent with economic activities centering on mining and trapping,
groups on the plains are more nomadic with activities centering on
the herding of cattle and horses. While the High Plains tribes are
enjoying prosperity there are elements that feel it is leading to
weakness and the decay of their society are quietly agitating a
return to it militaristic past.
..:: The Game ::..
The campaign will start out in Duvik's Pass in early spring and the
environment will be part of the challenges the PCs will face. Below
are the general specifications for starting characters.
--3rd level characters to start
--4d6 taking the top three for stats
--Any non-evil alignment
--Starting gold will be 1800 GP, 500 of which can be spent on magical