Campaign: Four generations of peace are threatened by a recent spate of murders that has everyone on edge! It started first in the city of Calliston, with the brutal murder of the King’s Vizier. Now, the villages of orcs, goblins and gnomes, defeated enemies of the humans and elves, are in a rebellious uproar as each village’s leaders have been similarly murdered!
Homebase (Hex 0) (0101): Calliston – The high, thick scarred walls and many towers of Calliston tell the history of war for this city of humans. The three main gates see a heavy flow of traffic as goods flow in and out of the central city, and the Shining Gold Knights of the King’s Army keep watch over all, ensuring that the peace is kept with a heavy hand. The mood of the city is somber as rumors of war are whispered in the taverns and alleys, fueled even more by the sight of mercenary companies beginning to hawk their services to the many nobles and advisors in the Grand High Court.
Three Hexes
(Hex scale is 24 miles)
Location 1 (0002): Grink’s Hammer Tribe – The goblin tribe once ruled by Grink the Hammer lives in grudging pacification, watched closely by patrols of the Shining Gold Knights. The many small villages and hill holes seem ramshackle, but the Knights know that the goblins are crafty and sneaky, and the patrols search endlessly for signs of mobilization of the warriors and wolf riders. With the death of Grink, butchered in his sleep, the goblins have declared a tournament of battle to declare their new leader, reigniting fears of unchecked violence overwhelming the region.
Location 2 (0100): Ash-Tur-Gaz – The many palisades and long houses dot the Orc lands, which are lightly patrolled. Out of all the conquered enemies of Man, the Orcs have prospered most and have almost gained a position of ally, with their rich trade in textiles and weapons. With the death of Hangrok nu-Etienne, the orcs have suddenly closed their borders to all humans save military and noble movements, leading the King to fear that they may be planning a surprise attack, and Merchants to wonder how they will make a living without their former trade partners.
Location 3 (0202): Noellen-sku – Travelers speak of the glowing gold runes inscribed into the many white gnome-mage guardian obelisks, which signals that the gnomes have begun to cast the forbidden spells again. Humans have begun to flee the region, telling stories of midnight raids by angry gnomes, forcing the refugees to leave with only the clothes on their bodies. The border has been closed by the Shining Gold Knights and the human mages have returned to their books to relearn the many counterspells to the threat of gnome ensorcellment.
Every week, I will be posting “Three Hexes” – simple campaign starters to show that you don’t need to do a lot to have interesting settings for people to play in. Feel free to use these in your game, campaign or as ways to spur on your own creativity and imagination!
I’ve purposefully left a lot of detail out because these are supposed to spur on your imagination! The scale is what I would use in my own world, but if something else suits you better, then go for it. I may have the features moved about on the hexes for clarity, if they don’t suit you, move them!