This is the campaign primer for The Dunian Cronicles, an E6 world based on the long running low-magic game of a similar name.
This article will cover what you should expect from playing in the world as a player and the next few articles will continue to expand the world and the various races and classes that make it up.
Welcome brave adventurer to the world of Dunia. For uncountable ages all the races of the world have strode the land, fighting wars, raising empires, loving, hating, exalting their gods and buring the unbeliever. There are stories from long ago that tell of magic being as common as the rains that fall down upon Ur'Dun and that each and every man, woman and child would wield it if they but set their minds to it.
But that was long ago before The Final Ritual, The Shunning and The Rise of the Bright Moon and those tales are too dark to tell in detail here. But heed my words wisely as there are more would be heroes in shallow graves than raised up on plinths and in song.
Behold the island of Ur'Dun and the setting of many a tale and heroic deed. This land is lush, rich in minerals and fine woods and wet. While the weather is mild you'll sooner drown than roast on our fine shores.
Below Ur'Dun sits the mighty continent of Dun which stretches far far across the world, further than any man may travel in two lifetimes so I shall leave talk of that until later.
The southern most city of Ur'Dun is Fhy Laum which sits on the outskirts of the Crystalsong Forest. This port city straddles the Crystalwaters river as do many of our fine cities and is the closest major port to the rest of Dun so many travellers and strange things can be found within it's white stone walls. While the Bright Moon has made travel across the waves a madman's quest there are still captains who will set sail for glory or a watery grave.
The Crystalsong Forest contains some of the most potent plants known to man, great healing and great harm comes from those shaded trees and people whisper of dark fey which rule the forest and strike down unaware travellers. Around the outskirts of the forest you'll find logging camps and hunters outposts but none of these last long; the forest always claims its due.
Directly north from Fhy Laum is the dwarven city of Kogfanickkomistat, or Kog Town to locals, where the sky burns red at night and the city's golden stoned walls are stained streaky black by soot. The waters of the Marcus-Helena river enter this city clean and drinkable but when they leave they are black and poisonus from the constant industry of the city which never sleeps. One building of note within the walls of Kog Town is the Royal Distillery which has produced some of the finest ales, wines and spirits for the royal family, and paying customers, for thousands of years.
Around Kog Town great roads lead from all points within Ur'Dun and many a waystation and coaching inn can be found leading towards the city. It's said that more money changes hands in Kog Town in one night than in all the rest of the world and with the increasing thirst for industry and mechanics there may be a grain of truth in that tale.
Across the island from Kog Town lies Peity. Majestically spanning the Purewaters river Peity was build after The Shunning so that even though the gods voices grew faint and distant all gods shall still be praised and worshiped. The city contains more temples and shrines than a man could visit in a lifetime all loyally staffed by acolytes and preists who diligently follow the final instructions spoken by their gods.
While a city dedicated to naught but the praise of gods might seem like a perfect place violence between followers of different gods, robberies of valuable relics and fatal plottings are all part and parcel of this city of the cloth. One point of note which many visitors find surprising is that in all of Ur'Dun you will not find as many whores. The flesh trade is often jokingly said to be the only reason to visit and is an open secret to the island in general.
Around Peity lies farmland and fishing villages. The Purewater river has no industry upon it and its waters still run as clean and fresh as they always have. While much of this food goes to Peity there is enough for this to be an idillic, if a little boring, place to grow up and grow old in.
Between Peity and Kog Town lies the capital city of Fhy Aunsol which proud grey stone walls sit astride the river Marcus-Helena. The royal family lives in seclusion within the royal palace ever since the assassination of King Jon XII 10 years ago and rumours abound that they are dead or worse. The Azure Guard now patrol the city and rule with an iron fist while the royal family passes down decrees from on high.
Within the Old Town of the city lies a sprawling inn known as the Melted Leg where the Adventurers Guild was founded many centuries ago. Each member is expected to give a certain cut of their profits to the guild and in return the guild provides them with expertise they may not normally have access to. While the guild is often considered a group of murderous, thieving hobos it has been found to be a useful organisation from time to time.
Around Fhy Aunsol lies the manors and stately homes of many of the more wealthy members of the city. Many a noble has whiled away a summer hawking and hunting in their "little place in the country" while their guards deal with those who might want to intrude on their lords lands.
To the Northwest of lies the city of Fhy Dun which is the center of learning for all of Ur'Dun. The Royal Collage of Alchemy and Industry and the Imperial Library share the center of this sleepy city and much of the non-farming population is made up of students and their teachers. The guards in Fhy Dun are renowned for their harsh punishments and lack of humour so tread carefully when near Fhy Dun.
Surrounding Fhy Dun is miles of farmland. Orcs have farmed the land for countless generations and their great family clans still live and work where they have since long before elves, dwarves and men came to their island. While peaceful and seemingly simple the sheer bulk of Orcs allows them to easily defend themselves if required.
One area of note near to Fhy Dun is the Ursine Forest to the north west which, due to ancient treaties, is the home of possibly the last remaining clan of werebears. Dispite their natural capabilities for violence they are content to live within the bounds of their forest and celebrate the natural cycle of life. Occasionally a young werebear will leave to seek fame and fortune and the elders give slight smiles and let them go off, unawares that they are just a part of the cycle as well.
To the North East of Fhy Dun is the city of Fhy Shin which used to stand as the greatest port in all the known world. This was before the Bright Moon and now it sits as a shadow of itself. Gold is one of the few things that still draws people to the city as the Wolmak River brings gold down from the Ingot Mountains to the north and the river can easily be panned and dredged. Fhy Shin is also the home of the Imperial Excess Collectors a more militant branch of the tax collectors that ensures the safety of the islands economy by seizing excess money from cities and persons and redistrobuting it where it is needed.
To the north and continuing west from Fhy Shin lies the Ingot Mountains home of every ore you can imagine, gems, riches and clans upon clans of dwarves. It is also home to the great copper dragon Samfaldenar, who is said to be the last dragon of his kind. Around his lair his draconic presence allows him to know the comings and goings of every living thing and, should it be required, overwhelm their minds with conflicting thoughts. For mundane defence he is protected by the Copper Scale Clan of Kobolds who act as his eyes and ears in the wider world. While they may be small each is linked to the great dragon who supposedly sired them and so be wary when dealing with one as you deal with the dragon himself.
Above to the north of the Ingot Mountains are the majestic Ironwood forests, parts have which have never seen an axe since before even the dragons were young. Strangely enough there are no strange goings on or rumours of dark horrors within the forest, other than the odd logging encampment or mining trail these ancient trees apparently hide no secrets.
Nestled in the center of the Ironwood Forest is the northen most city of Ur'Dun Solchek. This city exists to take the raw lumber and ore of the Ironwood Forests and the Ingot Mountains and turn them out as planks and ingots ready for use around Ur'Dun. To the north of Solchek is Ghorn prison across an area of blasted landscape called the Misery Flats. According to ancient history Ghorn prison was built to house the most dangerous of magic using inmates and thanks to the ancient wards and protections placed on the area nothing can ever grow there. Solchek itself is a great wall city which seethes with life. While the streets are narrow, dirty and dangerous people of all races can be seen working here or attempting to free their loved ones from Ghorn before the inevitable happens.
Within Solchek itself a massive gang rules the streets where the guards won't go. They call themselves the Red Hand Gang and for a while stood as the protectors of those considered beneath the law. In recent years changes in leadership have made them into one of the most violent and bloodthirsty gangs to have ever existed and parts of the city exist in a near constant state of gang warfare.
Finally to the far west of Solchek is the newly elevated city of Bridge Town. For some reason ships which set sail from this port and travel up and down the Ruby River seem to make it to their destinations intact and miss the worst of the tides and storms the Bright Moon causes. Recently the town has been in an uproar with the arrival of strange visitors from far across the oceans to the west. They've brought with them new weapons which allow metal arrows to be thrown at great force and a deafening bang. What this will mean for the island of Ur'Dun remains to be seen.
So there you have it, the great island of Ur'Dun and all it's cities ready for you to begin your adventures within. Come back to hear more about this island and the world we live in.
Whats a 'E6 world'?
ReplyDeleteIt's a modification for DnD 3.5 where players stop leveling at level 6 and after that gain an extra feat for every 5000xp they gain after that.
ReplyDeleteIt suits my style of game far better thanks to making my players feel ever so mortal.