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Campaign Introduction
This will be a new campaign so with the exception of Teresa's Druid who she will be keeping since
she is only 2nd level at the moment. You all will be starting in a city called Tel-Akbar.
Tel-Akbar is a enormous city, larger then cities such as Seattle, perhaps
on par with Vancouver or Barcelona, a true dynast of a city for the times. The "earth" era of the
campaign transpires during the middle ages, just short of the renaissance, but after such dark times
as the bubonic plague.
The nations of the world have recently survived (or not) a terrible
invasion from an evil god who was born into the prime with the help of a piece of he original
fabric of the universe, and the help of a unlucky wizard. These dark times lasted almost 2000 years
(not all of it was bad). And recently he was vanquished from the lands by the acts of many heros,
across the world. So some countries still lay in ruins.
Tel-Akbar is a free city, itself left barely touched by the attack upon
the world (the dark one was stopped just before he could launch his combined force against the city.)
Tel-Akbar lies upon the eastern seaboard of the great Gulf of Biengyar. To the North of the gulf lies
the United Kingdoms. They (the Kingdoms) are at war with grey elves invading from the north, in a
war to retrieve birthright lands from the United Kingdoms human intruders) The United Kingdoms is
pressed, since they already suffered through the invasion of the Dark One. So there is a lot of
action up there. Across the Gulf is the the great Hanois Peninsula. There lies the deadly Dhaal
Swamps and the nefarious pirate cities and cities of thriving human chaos, the landmark of such
cities being Hana. Centering your visions upon Tel-Akbar once again, to the east are the wild
lands of the crescent mountains, claimed by no particular nation, full of wildness and some human
out posts. Further east is the sovereign Eastern Empire. Once the shining star of humanities
success, but now recovering from the ruins left by the invasion of the Dark One's eastern armies.
Traveling further west then the Hanois Peninsula lie many a land of which your character has no
knowledge of. To the north, beyond the Cruth mountains, also lie untold lands.
Tel-Akbar is huge (19 miles across and 12 miles wide) swallowing up the
end of the small peninsula upon which it lies. Beyond its magnificent walls and cosmopolitan life
are more farmlands, some private manors, and the Forests of Nir. Scattered about are other cities,
Wereskalot to the near east, Luln to the north across the bay, TarnsKeep and Mithrad on a nearby
isle to the south, and other cities sheltered within a weeks travel within the crescent mountains
cradle and along the coast. Many a fine adventurer has come from the city and many a powerful figure
make their dwelling within. The government is strong, as well as the secretive thieves guild led by
the mysterious and fickle Shadowspawn. There is a proud Mercenaries Hall, housing and training
adventurers and guards who want extra training outside of their normal stuff. There you can find
the finest in arms training and all of the circuits that a warrior should know. The Mercenaries
Guild Hall of Tel-Akbar is only second to the mighty Arms Arcadia of the United Kingdoms. The
ports of Tel-Akbar are full with trade of all kinds, except for slavery (though one may find such
in secret places, slavery is even condoned by the thieves guild.) Ships arrive and depart from the
cities three majestic bays for all parts of the southern world.
There are 4 major faiths to be found within Tel-Akbar, though many a
church of smaller faiths exist. These larger ones being that of the fascist Hiteh, the enlightened
paladins of Lathidus, the mighty god of honor and glory Daer Koch (pr: dare coke) as well as the
benevolent god of old Arden. Sailors still pay tribute to the god Chishleen and hidden cults to
Shistar, god of magic and mystery, may be found by the careful seeker.
Though the mighty wizards hall has fallen to fire and treachery, there
are still many mages about, the most famous of whom Aulean Magiam, who meddle in political affairs
and a brilliant spectrum of other studies.
Your companions and you will probably find yourselves fairly poor in the
beginning, there is much work to be done in making a name for yourselves, and you will all know
each other by one connection to the group at least. You are welcome to refer to my smaller maps
of the surrounding area to familiarize yourself with where things are.
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