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Campaign Introduction

Our story begins in the city of Chamberlain, in the Republic of Trimark.  Chamberlain is an old city, but not a very large one.  

 

Chamberlain is the city closest to the border of the country of Nexus Neruda and is currently in very real danger from the rise of their growing military might.    Nexus Neruda and ROT have had a fragile alliance for the last hundred and twenty years since they last had a conflict, mostly arising from differing religious majority in each country and a history of border disputes.  Nexus Neruda predominantly are the Awakened, worshippers of Lethander, while the majority of the Republic of Trimark practices under the House of Knowledge, worshippers of Oghma.

 

Nexus Neruda, ruled by by a paper king, Ansel the II, is governed in fact by the Awakened (religious servants of Lethander).  Most Awakened believe in the betterment of oneself and intolerance toward evil.  But for twenty years there have been long winters and droughts in the summers and food grows shorter. The Nexans started to see this as a sign they have displeased their god with tolerance to evil, and sentient non humans have become their target of disdain.  They have recently become highly xenophobic, and have begun severely restricting the rights of all sentient nonhumans, and many have outright been imprisoned or put into work camps.  

 

In addition, Nexus Neruda has begun pouring resources into military might.  Most privately owned farms have been seized for national order.  There are rumors that the Nexans have begun raiding ROT villages over the border as well, using hired and well armed bandits, likely with Nexan soldiers and even Dawnbringer Clerics disguised to assist them. 

 

Nexus Neruda is looking at the more prosperous Trimark as evil and weak and because their chief religion worships Oghma, they believe Oghma spins false tales as a bard to make them so,.   Making this worse, In the last few months, Chamberlain has become a waypoint for fleeing refugees making their way east to the larger city of New Hanover.  Nexans see Chamberlain’s assistance as an act of sheltering the wicked, only furthering their belief that the Trimark is deserving of righteous retribution.

 

Chamberlain is a fortified city from the old wars of centuries past, but parts of the city have not been kept up, and there is a rush to rebuild walls and towers as fear of invasion grows.

 

Lightbringers, who are proselyte bards (not to be confused with the clerics of the order known as dawnbringers), have been in the city recently preparing the way and trying to win citizens to their cause, and have been pretty successful, with an estimated 15% of the city population now supporting the Nexans, and viewing them as liberators, mostly out of their own latent Xenophobia growing as the city fills with refugees.

 

The ROT is governed by the council of seven, each member representing a core aspect of society:  merchant, soldier, politician, scholar, religion, artist, and wizard.  

 

Trimark has been sending aide in the form of contractors hired from all the major guilds all over the country.  They offer a yellow card to any who go west to aide the city with promises of lofty payouts when they return, though they’ve been a bit ambiguous about what that means.  Many in hard times, or skilled workers, or glory seekers have taken the yellow card west.  

Persons of Note / The City of Chamberlain

 

Chamberlain is divided into 3 main sectors with a political building in the center of the city 

The work district - Includes military barracks, builders, and political region.

The residential district 

The entertainment district - shows, dining, shopping, sports

 

The food is a concern if the city is attacked with a long seige, with the refugees and yellow card workers pouring in.  There are also tensions and fighting.  The Trimark has been sending food and supplies but not quickly enough to meet the needs. Worse, while yellow card builders are looked at well, since yellow card guarantees lodging and food, many citizens are starting to look unkindly toward the fighting folk who stand around doing nothing but drinking and eating, and even bullying the residents .  A recent assault of a human noble’s daughter has led to the arrest of a half orc yellow card fighter, and a trial has not yet started, leaving tensions high. In truth the attack was done by a lightbringer disguised. 

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Character Building & House Rules

We are going to have 3 DMs running 3 parts of the city.  Players may stay in a specific location as part of their group, or move from one part of the city to another to accomplish specific tasks set by DMs.

We will be using 5e rules for this campaign 

  • Characters will start at 4th Level.  Any Common Race or Class is acceptable.  For anything exotic, you need to ask permission from the DM of your group.  

  • Characters may only take Ordinary weapons, armor, and equipment, meaning nothing magical or unique to start.

  • Characters will start at 4th Level.

  • Encumberment rules are off, however, we are limiting players to 15 items to start, including weapons and armor, but not counting ammo.  Ammo you can start with 20 for arrows and bolts.  More is going to be readily available.

  • Magical components are not required for spellcasting.  

  • Basic Stats - Roll 4d6, choose the best 3 numbers.  After this is done 6 times, place the stats as you desire into Str, Dex, Con, Wis, Int, Cha.  No Stats may be over 18 to start.

  • Characters wealth will be determined by rolling 4D20 (1st roll for Gold Pieces, 2nd roll for Silver, 3rd roll for silver pieces, and 4th roll for copper pieces).  If your first roll is a D20, your next two rolls will be for Gold instead of Silver and Copper. 

  • We expect character background to justify character builds.  You don't have to provide character backgrounds to us, as we expect your character personality and history to be part of the combined story we will tell.  But please know your character.  If you want us to know something specific to your character like a nemesis or a notoriety, please notify your DM once assigned to a group.

  • We want to encourage you to avoid metagaming and power building.  It's tempting to build a character designed to smoke anyone, but consider the point of the game is storytelling and thinking your way through situations, not easily killing everything we throw at you.  

DM Group Assignment (to start)

David - Azzizi, Kenny, Gene, Taliesin
Alex - Christopher, Jakob, Alex Bassett, Eric
Greg - Mace, Josh, Murph +1,

Sparring Anchor
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