Waking the Wyrm: Player's Guide
Introduction
You've been having some strange dreams lately. A gnawing hunger. The crushing pressure of the water around you. A living cage. It's come to speak to you again. A thunderous, otherworldly voice echoes throughout your dream: "It's almost time to begin. Obey and your service will be rewarded". Visions flash before your eyes: A quiet village, a dark tower, flashes of war, a tree towering into the heavens. "There are others like you. Desperate enough to heed my call. Find them in Beldenn. Do not disappoint me"You awake in a cold sweat, just as dawn breaks. You feel a searing pain in your flesh; a brand in the pattern of a serpent coiled around your forearm pulses with an eerie glow. Gathering your gear in a rush, you set out for Beldenn in the the Republic of Eschenfeld.
Creating Characters
In this campaign, player characters will be in the service of an unknown being offering them great power. This being has called them to the land of Eschenfeld, the dwarven led republic in the North of Idros.The quests and trials you receive from your patron will test your characters morality and dedication to their goal. This adventure is designed with neutral and evil aligned player characters in mind.
Ancestries
Dwarves are the most populous ancestry in Eschenfeld, to a much larger degree than in the world of Idros at large. The dwarven people find themselves centered in their ancestral home of Ironmaul, the capital of the republic. Gnomes make up the largest percentage of Eschenfeld's non dwarf population due to the nations close proximity to the great tree, Azolla. Following gnomes are the halflings, an agreeable people that care for the fertile lands South of Ironmaul. Other playable ancestries of note are humans (omnipresent throughout the land), kobolds (swore fealty to Eschenfeld when the dragon they worshipped was slain by long dead Chancellor), and changelings (the primal magic running throughout the region makes hag attacks and kidnappings a frequent issue as one strays from the Gold Road)Goblins, sprites, and leshies can be found as one strays farther from Ironmaul, Goblins have a difficult time coping with the strict caste system in the capital, sprites being drawn to remote forest hamlets built upon ley lines, and most leshies prefer the rolling hills and trees of the land outside the mountain citadel.
Lastly, in western borderlands of the kingdom, the cliffside villages of the strix have been a longtime ally of Eschenfeld. These avian people have a great appreciation for the metalwork of the dwarves, and in return for shipments of food and forged goods, serve as excellent scouts and rangers for the republic's military.
Of course, Ironmaul is a truly metropolitan city, despite it's strict laws. Ancestries from much of the world can be found here as migrants, merchants, or scholars.
Your party, being comprised of individuals heeding the call of an unknown being, may well be of ancestries not typically found in the republic at all. You may get some stares or odd reactions, but a large number of cities are very welcoming for the most part.
Classes
Eschenfeldian culture is all about practicality, and useful warriors come from all walks of life. Fighters and champions make up much of the military rank-and-file. Clerics and alchemists serve as field medics, caring for the wounded that make it back to Gavelheim Overlook. Rangers and barbarians make excellent scouts and forward parties, providing extremely valuable survival skills in the unforgiving Northern wilderness.The dwarves are somewhat distrustful of arcane and occult magic, but will use any means available to them to end the war. Proper strategies can only be crafted through the gathering of intelligence; investigators, wizards, and rogues can turn the tide of any battle with a keen eye, ancient knowledge, or a bit of light sabotage. Hedge witches, druids, and oracles from the hinterlands profit well, being hired to fill in where the drafted wizards, clerics, and sorcerers fall short. Dwarves have a long history as warrior poets, and as such bards of the warrior muse can be found boosting morale in nearly every battle.
These are merely the locals view of the different classes. Your character may well not fall into these archetypes at all, whether that's a deliberate personal choice, or because your character is from a different part of the world. The party in this campaign will be working in the shadows, making sure their actions please their patron while concealing their association with whatever crimes may be committed.
Languages
Common and Dwarven are the official languages of the republic, though halfling and gnomish are spoken frequently as well. Scholars typically study the rarer languages of draconic, sylvan, and jotun, reflecting the history of Eschenfeld being intertwined with the dragons, fey, and giants.Religion
The twelve divines are worshipped throughout Eschenfeld, with great focus being placed on the worship of Lylena, Sedros, and Etion. Worshippers of any of the other divines are welcome in Eschenfeld, and even of the Triumvirate, (a pantheon of evil outsiders). Freedom of religion is a key tenet in the legal code of Eschenfeld. Despite their worship being legal, followers of the Triumvirate may not practice any rituals or traditions that directly conflict with the law such as sacrifice, torture, and theft. Outside of Ironmaul, worship of Quldir, Fortuna, and Morandur is widespread.What to Expect
Many classes and playstyles are dependent on being in specific situations to be effective. Over the course of this campaign, combat, dungeon crawling, and social encounters will take center stage. There will be a fair amount of exploration, however survival skills won't be at the forefront. Enemy types to expect include humanoids, aberrations, fey, undead, psychopomps, and good outsiders such as angels and azatas.Eschenfeld
The eternal republic, dominating the lands north of Overdell, is the heart of this campaign. Maybe you came here for a reason, or have lived in the great North since you were young, you'll get the most of this setting if you have something that ties you to the land.Eschenfeld At A Glance
A powerful nation, born from the ashes of the Great War between the Dwarves, Elves, and Man, was established nearly 1000 years ago. The dwarven warriors of Ironmaul made a stand and declared the city of Hangman's Rest as well as all of the lands between it and Ironmaul under their protection. The city was under siege by the united human armies for nearly 20 years, and yet, the dwarves proved victorious. The failed siege of Hangman's Rest marked the end of the Great War, the humans out of resources and unable to conquer the dangerous wilderness past the city, and the elves long since having retreated to their capital of Queenswatch.200 years after the Great War, the Dwarves were forced to abandon the citadel of Snowcrown to the armies of the Giant King, Nerus. Nerus and his army appeared seemingly out of nowhere, descending upon the mountain fortress with ease. They had attacked from The Quiet Lands, a frozen tundra that the dwarves believed to be unpopulated. Nerus renamed Snowcrown to Vel Moldur, "The Victory" in the jotun language. He established domain over the Northern forest of Borea, and razed all but a single village, Pinecrest. Nerus' reason for preserving Pinecrest is unkown, but all attempts to send a scouting party to the village have since failed. With the giants in control of Borea, the dwarves of Eschenfeld created Gavelheim Overlook, a cliffside fortress overlooking the land, a bastion against the giant army should they ever decide to push further South.
Some 300 years ago, the Chancellor of Eschenfeld, Baldr Sterneye, led a campaign to slay an ancient white dragon, Larranth, that was attacking the village of Sprucetip. He marched his armies into the Stormfront Mountains, where he would meet the Strix, and ally with them against beast. In her lair Sterneye would find a small society of kobolds, worshipping the dragon despite being seemingly used as livestock. He offered them freedom in exchange for their aid against Larranth, and they joined his growing army. Eventually, they reached the summit of the mountain, where Larranth lay in wait. After a grueling battle, the alliance of dwarves, kobolds, and strix were victorious. The strix joined the republic, growing it's borders over the mountains and up to they Fey Waters, the great lake surrounding the World Tree, Azolla.
Since the defeat of Larranth, Eschenfeld has known a quiet peace. Its biggest concern being occasional raids from the duergar of the Darklands, the hags residing deep in the wilds, and capricious fey tricking unaware travelers. Of course, despite this peace, the looming threat of King Nerus and his giants is always weighing on the minds of the people here.
Ironmaul
The Jewel of the Stormfront Mountains, Ironmaul is one of the three largest cities in Idros. It was carved from the inside of Mount Stetram over 3000 years ago, a true testament to the ingenuity and skill of dwarven craftsmen. Originally a simple monarchy, the Great War caused the dwarven nobility to come together and restructure their government into a meritocracy. Their new leader, The Chancellor, would be selected by the heads of the five newly established castes in a series of trials open to the public. The caste system was designed to ensure that every person in Ironmaul has a purpose. At the age of 14, after receiving a general education, Ironmaul citizens take a magical exam issued by the clergy of Etion to determine their talents and latent potential. Upon completion of the test, they are sorted into one of five castes, where they will be assigned work based on their ability. One's caste is denoted by an enchanted tattoo placed upon their right hand.The five* castes are
- Scholars (Teachers, historians, scribes)
- Artisans (Craftsmen, artists, apothecaries)
- Speakers (Lawyers, statesmen, merchants)
- Warriors (Military)
- Healers (Clergy, caretakers, doctors)
People are of course free to worship who they please, marry who they love, and spend their free time as they see fit. Homes are issued by the government, in a accordance to a families need for space, while ensuring they are in a location from which they can finish their work each day. The effectiveness of this system, while viewed by outsiders as harsh, is extremely effective. Poverty is virtually nonexistent in Ironmaul, and no families within the caste system want for for food, water, or shelter.
The castes themselves function as guilds of sorts, with people coming together to hone their craft and serve their kingdom. The head of each caste, the consul, is elected by their cohorts based on ability. Each caste has ties with the larger guilds of the rest of the world, such as the Scholar Caste working closely with the greater Mage's Guild that has agents throughout Idros. It should be made clear that this caste system is extremely intricate, and as such is confined solely to the capital. The rest of the cities of Eschenfeld answer to the rule of the Republic, but are not beholden to the caste system.
Gavelheim Overlook
The great fortress separating Eschenfeld from the giant controlled Borea. This fortress runs for miles upon miles, built into the endless cliffs in the nothern edge of the nation. Spanning from Ironmaul itself, all the way to Floes of Karazak, there's not a keep in the world that can compare. Gavelheim is maintained by the Artisan Caste, and defended by the Warriors. Many young aspiring warriors and engineers flock to Ironmaul so they can join a caste and get the chance to serve in Gavelheim. For much of the land, there is no greater honor than protecting the northern border. Specifically, many hope to join the Aesir, a selective order of Champions dedicated to Lylena that lead the military operations in Borea from Gavelheim.Other Settlements
Eschenfeld has many cities besides the capital of Ironmaul. Trading towns, farming villages, and fishing ports are all important and necessary to the betterment of the Republic.Altur, where this adventure begins, is a bustling merchant town and the last stop on the Gold Road before reaching Ironmaul. It's also the closest market to Gavelheim, making it indispensable for providing food and supplies to the eastern half of the fortress.
Hangman's Rest, a walled city on the southern border of Eschenfeld, this is where the dwarves made their last stand in the Great War. This is an extremely diverse city nowadays, being at a crossroads between Eschenfeld, and the neighboring states of Espen and Overdell. The city gets it's name from the great stone gallows in the town square, where turncloaks and prisoners of the humans and elves were punished during the twenty year siege.
Beldenn, a logging community nestled up against the Barrow Hills. The Hills are the towns main attraction, miles upon miles of rolling hills on the surface. Beneath them however, lay a labyrinth of ancient dwarven tombs, the result of the casualties incurred during the Great War. The entrance to the tombs of the Hills are marked by a great cathedral to Myris, caretaker of souls.
Old Ashcroft, deep in the Witchrock Wood. This city is famed among spirituals and occultists for being built atop a convergence of ley lines. Because of the abundance of natural magic in the area, hags are frequently drawn to the city. Old Ashcroft has the largest population of sprites and changelings in Eschenfeld.
Feyshore, a sleepy fishing village at the mouth of the Great Bay. Popular destination for bards hoping to catch a glimpse of a nereid on one of the cities beaches.
Gaeric's End, a humble fur trapping village and popular resting place on the Gold Road. Named for the famed hunter Gaeric the Small, who had enraged the fey and was struck down by the Wild Hunt in the town square.
Cirrane and Southbridge, sister cities on two ends of Kirlodge Bridge. They depend on each other for trade but have a rather famous rivalry. Once a year they hold a great festival on the bridge, featuring numerous contests of strength and wit to decide which city is better.
Summerbay, the largest city outside of Ironmaul. Summerbay is the republics only true warmwater port, and as such, is how they receive most of their international trade. Wealthy merchants, pirates, and thieves thrive here. Privateering is a popular profession as well, fending off the numerous orc pirate raids.
Murkwell, a city believed by outsiders to be cursed. A constant gloom hangs over the city, preventing it from receiving any day light. Was once the home of a powerful vampire several centuries ago, but there's no evidence the monster is still present. In fact, the only proof one had even been there is the large number of dhampir that pop up in the longstanding families of the city. Current baron is
Halfhill, a small military fort that is occupied year round. The rangers stationed here patrol the countryside and protect the locals from what lurks in the night. Travellers are welcome to stop and replenish their supplies.
Sprucetip, a remote mining village off the beaten path. This town was established after the discovery of a vein of adamantine deep within the hills.
Related Organizations
Related Locations
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