Horrors in Halruaa | Campaign Primer

Overview

This campaign takes place in the Forgotten Realms setting in the world of Toril during the Time of Troubles, a tumultuous time in which the gods were cast out of their domain and made to wander the land as mortals. Seeking to recover their divinity, they warred among themselves, which lead Mystra, the goddess of magic and master of the magical conduit the Weave to be killed. The Weave fractures and brings the Spellplague, a storm of blue flames erupting forth in the Mhair Jungles, west of Halruaa, and quickly grew to a massive size affecting everything it came into contact with. All magic, creatures, locations, and objects that contact with it are laid to ruin or warped into something else entirely. Planar convergence tears through lands as other realms begin to merge into one causing cataclysmic disasters.   This story will focus on the lands known as Halruaa an isolated magically powerful nation that was the heart of Mystra worship. The Spellplague hits this land extremely hard as the Falling Fire, large eldritch crystal meteors, devastates the capital of Halarahh. This is a dark time for Halruaa, the royal family is gone and as the central government is in ruins they fall to a civil war. Along with many wizards that are killed there is unmeasurable chaos, death, and suffering that fell upon the people during this time. But as the civil war comes to an end the people begin to build back fighting back the eldritch horrors that are invading their home. But all this chaos has created the opportunity for change and it remains to be seen how this change will affect this recovering world.
(When Mystra was slain by Helm during the Time of Troubles, the weave convulsed fracturing bringing the Spellplague to Faerûn)

Halaruaa

The Shining South was a loosely defined "region" of the continent of Faerûn. It incorporated some of the lands from both South Faerûn and Southeast Faerûn. It was usually referred to as a land of magic and wonders, a place of myths and impossible tales. Halruaa was a land of magic. The fabled, quiet, and wealthy magocracy was justly depicted as full of wonder. Created by archwizards foreseeing the fall of Netheril, Halruaa combined the peace and harmony of Cormyr with the magic powers of Thay. Nearly all arcane-casting Halruaans were wizards, with half of the total populace having some sort of magical powers. With such ever-present power, it was likely their strict laws or perhaps their inherent nature prevented their entire nation from being reduced to dust and ash years ago.   Halruaa's success and isolationism created envious neighbors and countless armies that wished to plunder their secrets and riches. Many tried but were all destroyed by the powerful wizards of the lands. Now the wizards and nation are not able to repel invaders as easily anymore due to the destruction brought by the Spellplague. The citizens have had to deal with these invaders now living among them plucking through the ruins of their kingdom. Many dislike the outsiders in the lands of Halruaa, but there are also many that welcome this new open border as it brings many adventurers to help deal with the eldritch horrors which are now clearly the bigger threat. Now many groups, invited or not, pour in hoping to claim the riches and secrets of this once-great nation.

Geographic Details

Halruaa is almost completely encircled by the Walls of Halruaa, a series of mountain ranges that form the eastern, northern, and western borders of the country. The coastline of the Great Sea forms its southern boundary. Halruaa stretches approximately 500 miles from east to west, and more than 350 miles from the coast to the northern foothills. The vast majority of the country consists of flat, windswept plains, broken only by broad, sluggish rivers and the occasional unusual feature.   For the most part, Halruaa is a warm, humid land, with temperatures ranging from more than 100 degrees in the summer to between 80 and 90 degrees in the winter. The mountains trap the moisture that rolls in off the sea, producing sudden and frequent thunderstorms. The higher foothills and valleys of the Walls of Halruaa are cooler and more comfortable than the lowlands in the middle, and the mountains are even colder, with permanent snowcaps on the highest peaks. Winter often brings snow to the temples on the mountain slopes as well, though never to the inland plains. The winds blowing off the mountains make life inland more bearable, though the weather patterns produced when they meet over Lake Halruaa make the lake a tricky place to sail.   For additional information:
Deco_HorrorsInHalruaa_07.png
(Once the shining capital of the great mage nation of Halruaa, the ruins of Halarahh are now home to all manner of monsters and eldritch terrors)

Major Organizations

Five primary major factions have arrived in Halarahh to advance their ambitious agendas. Though their ideologies and methods differ, each seeks valuable resources and lost secrets within the city. However, the ruins present many confounding obstacles for their agents. As such, all the factions hope to attract talented adventurers to their cause, drawing would-be heroes into a fierce political intrigue that may boil over into a violent struggle. Those who wish to decide the fate of Halarahh must choose their allies well and their enemies carefully

Amethyst Academy

The Amethyst Academy is a magical school for sorcerers and wizards, where students learn magic in remote castles and secluded universities. Directed by a shadowy cabal of powerful archmages, the Academy also operates an enterprising mage guild that controls the manufacture of magical wares and orchestrates an influential arcane syndicate that provides occult counsel to the nobility of the continent. However, the Academy was dealt a terrible blow following Halarahh's destruction, as the city was home to its greatest stronghold: the Inscrutable Tower. Elder Eldrick Runeweaver leads the Academy’s efforts to access the tower and safeguard the secret lore within. Meanwhile, their survey teams conduct ongoing research regarding delerium's supernatural qualities and unknown dangers. The mages plan to harness the crystals’ vast energies to craft magical items and power new arcane spells.
Amethyst Academy Links

Hooded Lanterns

Formally known as the 4th Provisional Expeditionary Force to Reclaim the Capital, the Hooded Lanterns are an irregular military drawn up from veterans of the Civil War and remnants of the old Halarahh City Watch. Led by the dour Lord Commander Elias Drexel, they wage a guerrilla war against the monsters, bandits, and scavengers who have taken root in their nation’s capital. Each has pledged their swords and lives to rebuild Halarahh and restore the Realm of Halruaa back to its former glory. Several noble houses have set aside their feuds to support the Hooded Lanterns’ efforts. These families believe once the city is restored, evidence will emerge revealing the true heir to the throne of Halruaa... or enable a cunning house to seize the crown.
Hooded Lanterns Links

Followers of the Fallen Fire

The annihilation of Halarahh incited a serious religious schism within the Faith of the Sacred Flame. A new sect has emerged known as the Followers of the Falling Fire, who adhere to the prophecies of former Flamekeeper Lucretia Mathias. She attests that delerium is a divine gift, not a blight, and that these sacred stones will offer salvation against greater darkness yet to come. The mainstream clergy have excommunicated Lucretia Mathias and branded her followers as an insane cult with heretical beliefs and blasphemous practices. Even still, masses of devout common folk now embark on a dangerous pilgrimage to Halarahh to take their place in a divine plan.
Followers of the Fallen Fire Links

Knights of the Sacred Flame

The Knights of the Sacred Flame is an organization of oathbound paladins and devout warriors sworn to combat supernatural evil, dark magic, and otherworldly incursions. The questing knights normally travel the realms in small bands and companies and adhere to the Faith of the god Amaunator, one of the more dominant religions across the nation of Halruaa. They believe delerium is a contaminating blight borne of the darkest chaos, and have resolved to annihilate the corrupted crystals, slay every monster it has created, and hunt down diabolical mages who would wield its power to work evil magic. Now an entire regiment has been dispatched to Halarahh to carry out this righteous task, led by Knight-Captain Theodore Marshal.
Knights of the Sacred Flame Links

Queen's Men

The Queen’s Men are a loose affiliation between a hundred gangs of brigands, outlaws, and scoundrels, all of whom owe fealty to the enigmatic Queen of Thieves. These reprobates prey upon the pilgrims, prospectors, and explorers drawn to the city, extort and rob adventurers, smuggle delerium to disreputable clients in distant lands, and plunder the fantastic treasures and incredible wealth left behind in the city. The Queen of Thieves dreams of building an influential and powerful criminal empire forged in the anarchy and lawlessness of the ruins, and conspires against the other factions at every turn.
Queen's Men Links

Secondary Organizations

  There are a number of factions that have a vested interest in the events that take place in the capital of Halarahh, but currently, this is not their singular focus. These factions may influence the events of the fate of Halarahh, the player adventurers, or the primary factions depending on the actions and course of play in the campaign. They can possibly end up as allies, enemies, or even potential factions for your characters to come from or join. Here is a brief overview of several of these factions.  
  • Council of Elders: Magic is the most venerated form of power in Halruaa, and those who can wield it most effectively tend to wield political power as well. Fortunately for the rest of the world, the wizards of Halruaa seldom see eye to eye on any topic. Thus, Halruaa’s power structure consists of numerous factions of wizards, all working at cross-purposes in their quest for more magic. The Council of Elders are the founders of the nation of Halruaa but have needed to set safeguards and give up their power to various other factions to hold their nation together. The Council of Elders still wields great power and is considered the noblest pursuit path in the lands holding the hearts and minds of the common people in Halruaa. More on Council of Elders
  • The Conclave: Within the Council of Elders in Halruaa is a smaller, hidden organization known only as the Conclave. The Conclave is not an officially sanctioned political body, but rather a private and elite society of the most powerful—and power-hungry—of Halruaa’s arcane spellcasters. Its members have taken it upon themselves to police the research, use, and abuse of magic in Halruaa. When a wizard’s experiments or practices get out of control, the Conclave often steps in to correct the situation. Usually, a simple note is delivered, a warning against further misuse of the Art. If that doesn’t work, the Conclave finds other more permanent means of preventing the offending wizard from continuing to step over the line. However, some fear they may have more sinister motives. More on The Conclave
  • The Order of Blue Fire: The Order of Blue Fire is widely held to be a benevolent group of spellscarred who wish to help others while learning more about the Spellplague’s effects. The Order of Blue Fire has branches in many settlements throughout Faerûn. Order houses contain lore collections and teachers to educate the populace about plaguelands and the Spellplague along with experts equipped to handle out-of-control spellscarred and plaguechanged creatures. They have taken a special interest in the destroyed Temple of Mystra in northern Halruaa and are aggressive to any who approach what they call the Temple of Blue Fire on Mount Talath. More on (LINK TO BE CREATED)
  • Five Companies: A notorious collection of skyship crews made up of sailors, pirates, and wizards. Five Companies operates from their earth mote stronghold Yaulazna and is ruled by the Pact Council embracing a pirate freebooter lifestyle. They see themselves as a collection of individuals and clans of families bound by their Company Oath, doing what they must to protect their freedom and their way of life with little regard for the laws of nations. Many have learned it is wise to enter agreements with Five Companies to be spared from their pirate ways. More on Five Companies
(An arcane warrior battles the eldritch horrors of Halarahh)
(Heraldry - Coat of Arms for Halruaa)

Deities

The most common faiths in Halruaa are that of Mystra, Azuth, and Amauntor but they are not the only ones. Listed here are the most common deities that can be found in the land which will likely have churches and groups of followers in given regions throughout Halruaa - but almost any faith can be found in Halruaa in at least a small number.  

Related Articles

Progress Outlines

(A portrait of House Von Kessel, the last royal family of Halarahh, who ruled over the nation of Halruaa)

Related Handouts

Maps

Halarahh
Halarahh
Halarahh was a cosmopolitan capital of possibly the most magical nation in all of Faerûn. While this was the seat of power for the noble government and was last ruled by the imperious House von Kessel. The city was a wonderland of magical goods and famous for its many grandiose architectural wonders. These magical structures defied the eyes of those lucky enough to travel here. The city prior to its collapse was very protective of its magical secrets and riches and did not allow those to visit, but its riches were known far and wide.   When the Year of Blue Fire came and the spellplague tore through Faerûn, Halruaa was hit extremely hard with Halarahh being destroyed in a reign of eldritch meteors. The destruction of the spellplague left the royal line and the succession in doubt which plunged the entire nation that remained into a bloody civil war. During this time Halarahh was ravaged by eldritch horrors with only the bravest survivors just trying to survive there. While the city settles into accepted chaos and the political order of the wider world lies in shambles, torn apart by religious schism and military conflict, only a faint hope remains that the city can be rebuilt and the nation restored.
Halruaa
Faerûn - Halruaa
Halruaa was bordered by mountain ranges on its north, east and west sides, known as the Walls of Halruaa, that acted as natural fortifications around the kingdom. Halruaa was a land of magic, renowned for its electrum mines and its Haerlu wine. The fabled, quiet, and wealthy magocracy was justly depicted as full of wonder. Created by archwizards foreseeing the fall of Netheril, Halruaa combined peace and harmony with the magic powers of their ancestors, but without the taint of their ambitions. Nearly all arcane-casting Halruaans were wizards, with one-third of the total populace having some magical powers.   During the Spellplague, Halruaa was seemingly destroyed. With many of its people were lost to the shifting lands due to the world Abeir appearance back within Toril. Many areas were destroyed with even large cities such as Halagard completely disappearing. The capital of Halarahh destroyed by a series of eldritch meteorites has brought great destruction to the city and nearby lands and unleashed a plagued land right within the city. Many locals refer to spellplagued areas as the Deep Haze which produces many magical anomalies and monstrosities that terrorize the people who have resisted to leave the region
Emberwood Village
Emberwood Village
Two decades ago, Emberwood Village was little more than a farmers market, blacksmith, pub, a small chapel, and a few dozen cottages. The local businesses served the farmlands and logging camps surrounding the capital, and the town was an occasional rest stop for merchants to stop off on their way to Halarahh.   As the town lies some five miles north of the capital city, it was not directly damaged by the meteor shower. However, the impact shattered the windows of every building, caused some weaker structures to collapse, and left some in the village blinded or deafened. Unfortunately, the aftermath was all the more terrible. Over the past fifteen years, the contamination in Drakkenheim has affected the countryside for miles around. The once fertile fields and dense woods are now barren and dying. Gradually, most folks gave up, departing for safer and more prosperous places. A few people remained behind, determined to hold onto their family homes and salvage their livelihoods.   Emberwood Village persisted despite the odds. After the civil war, adventurers began showing up in the town. Explorers heading towards the dark city needed a safe place to tend their wounds and rest, and so Emberwood Village gradually became a sort of boom town on a new frontier for adventure.
(The view of Halarahh's destruction from Emberwood)
Buckledown Row
Buckledown Row
This infamous row of dive bars and dingy taverns lies on the eastern outskirts of Halarahh. Decades ago, these were the choice watering holes for lower-class labourers, sweatsoaked craftspeople, and assorted scoundrels who inhabited Halarahh. Today, Buckledown Row is a hub for outlaws, outcasts, scavengers, and worse. The taverns are mostly intact, and close enough to the edge of town for a band of roughand-tumble ruffians to make the trek easy enough, but still far enough into the city to dissuade others from following. Ever since the Queen of Thieves brought the gangs under her influence, the street has been controlled by the Queen’s Men: bandits and brigands meet here on neutral ground, join in revelry together, trade with fences and smugglers, and only occasionally slit each other’s throats. There’s few rules and even less order. Flowing ale and gold tend to calm the most violent disputes, but for anything else the hidden fighting pit is the perfect place to settle feuds, make some bets, and lose a few teeth.   On the surface, Buckledown Row might appear to be the stronghold for the Queen’s Men in Halarahh. It’s certainly a gathering point for the gangs and a hub for illicit activity, and the visitors just might be able to make contact with the Queen of Thieves here. Alternatively, they might just want to crack some skulls in the fighting ring! The Queen of Thieves makes an appearance in Buckledown Row, usually appearing for a few hours on a Friday or Saturday evening to watch the best fights. The bandits that fill the streets and taverns might not notice strangers, but also are not afraid to stab or steal from anyone who seems like they don’t belong. Asking around the taverns and streets, it’s easy to gather that the fighting pits below the taverns are the way people around here get known. Many of the fighters in the pits are renowned legends amongst the gangs. Anyone who can defeat the other fighters gets to take a crack at the Queen’s champion in the royal fighting pits. Beat the champion, and you get a private audience with the Queen
(Buckledown Row has its own brand of criminal etiquette which does not go well for most visitors)
Akhlaur Swamp
Akhlaur Swamp

The Encroaching Swamp

Also called the Swamp of Ghalagar, was a wetland located west of Lake Halruaa and Halagard. The swamp gains its name from the famed conjurer Akhlaur who almost 300 years ago only interest was to increasing his power through magical research. Finally, he delved too deep and summoned powers too great for him to control which he was seized and dragged back to their home plane. A gateway was left open to the elemental plane of water when Akhlaur was lost and since then, the Swamp of Akhlaur has kept growing every year. Akhlaur was rumored to have magical items that other mages have only dreamt of and many have entered his swamp in hopes to recover but none succeeded. The gateway to the elemental plane of water was brought under control by the Magehounds in 1373 DR only to begin slowly expanding again with the Spellplague in 1385 DR.
Magic is all fun and games until someone randomly turns into a potted plant...actually, that is kind of fun too.”
— Veo Sjena

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