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Prelude

During the First Age of the Mortal Realm, the drow of Ulinawi [Turtle Island] defeated the demonic Civil War- a being of immense power to destroy mortals through her influence in escalating the destructive force of violence- through the use of an powerful weapon known as the Great Peace Belt. The drow trapped the demon inside of the Great Peace Belt as a form of imprisonment and banished her to the belt’s built-in dimension. After the end of the First Age, the belt continued to be guarded by the drow of Turtle Island and over the course of the Second Age, the weapon became a legend and a symbol for eternal peace. In the Third Age, the drow of Turtle Island were colonized by dwarves from, across the Santos Ocean. The dwarf colonial powers in the continent began feuding over who would control the new land they had colonized leading to the Colonial War. The Colonial Wars waged across the world, but centered on the border between the Spessartite Colonies of Eastern Ulinawi and the Labana Colonies of Northeast Ulinawi. In this border zone, the few remaining independent drow allied themselves with both sides of the conflict and fought alongside colonial dwarves in a war that would define the fate of the continent. During the war, an ancient voice inside the Great Peace Belt spoke and told the Spessartites she could end the war and give them a future as the largest empire the world had ever seen. The Spessartites released Civil War from the belt and the Colonial War ended shortly after.

 

Soon later, the Spessartites found themselves entrapped in a war against their own colonists in Ulinawi, the dwarves who settled there had declared independence and were taking arms against the Spessartite Empire. Civil War initially began assisting the Spessartites in their war to maintain the Eastern Ulinawi colonies until she caught scent of an opportunity to unleash her terror on a new region of the world. Civil War abandoned the Spessartites and left for Jabalina in Western Zezen where she convinced the serfs of the kingdom to rebel against their monarch. The colonial dwarves of Ulinawi defeated the Spessartites and named their newly independent country Larrunana. The Jabalina serfs overran the tyrannical prison in the Jabalina capital and released prisoners into the streets. The king was decapitated by the peasants in the town square and the Jabalina Revolution turned into a chaotic time of brutal civil strife. While Civil War sat back and stoked the flames of civil strife in Jabalina, the Spessartites sat back from their islands just fifty miles north of the chaotic Jabalina.

 

In response, the Spessartites began collecting violent criminals from around the world to imprison them in the dungeons below the Spessartite capital of Ludlaw. In 3790, the Spessartites assembled the most brutal prisoners in their stash and put together a party of criminals with the task of preventing the chaos in Jabalina from spreading.

 

The players in this campaign are members of this secret squad put together by the Spessartite government with the task of responding to the world’s most dangerous situations. In the pages that follow, the DM will find a timeline of the campaign with possible encounters the party may face along their way which will eventually lead them to an encounter with Civil War herself. There will also be maps and other information to help the DM along the way.

 

The timeline of this campaign takes place over a 15 year period beginning in Spring of 3800 and ending in the Summer of 3815. Since travel time in the realm can be extensive and the realm itself is quite large, each encounter occurs in a separate year of the campaign.

Encounter Plots

Old Silver Fort

Date: 3800

Plot: The party is tasked with making contact with an Untxi Dwarf Captain garrisoned in a frontier fort in Central Ulinawi. the captain has information about a werewolf supposedly planning to take control of revolutionary Jabalina. The party must travel overland from the port city Crescent City on the northern coast of the Gulf of Arrananoma to the fort located five hundred miles to the northwest. There, the party makes contact with the captain but gets wrapped up in a battle when drow raiders attempt to overrun the fort. After the battle, the captain reveals the rumors of the werewolf general are true and he has already arrived in Jabalina.

Sinking Ship

Date: 3801

Plot: Spessartite intelligence reports the existence of a map in the hands of the Jabalina navy somewhere in the Goblin Sea which charts the location of all Jabalina military units across the realm. The Spessartites want to make contact with these units in an attempt to find out which are allied to the Jabalina monarchy and which will ally with the werewolf general. The party must track down the ship with the help of a pirate woman named Nahiko who has taken over for her recently slain captain. The party must make contact with Captain Nahiko in Royal Port, then join her ship in search of the Jabalina frigate carrying the military map. During the ensuing naval battle, the party must board the sinking Jabalina vessel, find the map, and escape the ship before it sinks.

Wight Noise

Date: 3802

Plot: A group of Spessartite marines has gone missing during an amphibious landing in Western Zezen. The party must travel to the coastal city where the marines landed and investigate the situation. The party starts aboard a Spessartite frigate before taking a rowboat ashore. There, they discover all noise is mute and they cannot make any verbal communication. While entering the city, the party discovered the mangled remains of the marines who are now animated corpses (wights) attacking the party. The party must find the place where the supernatural force is controlling the corpses. Once there, the party must battle three “Gentlemen”- death-eaters responsible for the supernatural activity. The party can only defeat the death-eaters by destroying a wooden box containing noise which when destroyed slays the death-eaters and kills the wights. After defeating these, the Jabalina infantry begin assaulting the city and the Spessartite navy hammers the city with artillery. The party must escape the city.

Tea Party

Date: 3803

Plot: The party travels to the Tea Lands- Southern Si- where they meet with a Spessartite general tasked with tracking down a renegade elf attempting to wage a guerilla war against the Spessartite merchants in the area. The party is tasked with assisting the general in his campaign to locate the elusive renegade and- once found- do battle against him.

Dead Island

Date: 3804

Plot: An island in the Goblin Sea which hold an important status of being an incredible strategic location for attacking ships entering the sea has gone mysteriously quiet. The island which was once a Jabalina colony recently revolted against Jabalina control and gained independence has halted all communication with the outside world. The Spessartites plan on taking making contact with the revolutionaries there in order to cement an alliance against the Jabalina revolutionaries. The party is tasked with entering the island and negotiating an alliance with the new government there. Captain Nahiko drops the party off and sails away to return in a week’s time to pick them up. Once ashore, the party finds abandoned villages and discovers a zombie outbreak has occurred on the island and are besieged by zombies on their second night on the island. The party my find a way to defeat the zombies- controlled by a warlock in the hills- and survive long enough for Captain Nahiko to return and pick them up.

Last Laugh

Date: 3805

Plot: The last known location of the werewolf general was in Miseer- Northeast Aliaanza’nchi. The party is tasked with tracking down anyone in the city who may know just who the general was and where he is headed next. Once there, the party makes contact with an ancient underground organization called the Hubbad comprised of human paladins. The party teams up with the Hubbad who are aiming to capture the citadel of Miseer’s capital city from an army of were-hyenas and gnolls. The party learns the citadel was once controlled by the werewolf general and must help the Hubbad capture the citadel where they can discover the name of the werewolf general.

Skeleton Coast

Date: 3806

Plot: After successfully discovering the name of the werewolf general, the party is being sent on their most dangerous mission yet. In Southern Aliaanza’nchi, Spessartite marines are landing on the shores of a Baso Dwarf colony where Jabalina mercenaries are helping to suppress a human revolt. The Spessartites believe if they can liberate the colony, they can gain the allegiance of the humans there in their war against the werewolf general. The party must make an amphibious landing with Spessartite marines on the shores of he Skeleton Coast under heavy resistance from Baso and Jabalina soldiers. After the battle, the Spessartite infantry land on march on to the colonial capital.

Land of the Remembered

Date: 3807

Plot: The Jabalinans have invaded Untxi and forced the latter to surrender all colonies across the realm. The largest of these colonies is Arrananoma- a colony in the southern peninsula of Ulinawi. The Spessartites want to instigate a revolt against the Untxi colonial power to keep the region from falling into the hands of the Jabalinans. The party must travel to this colony- occupied by deep gnomes- and assist a vigilante known as Z rouse the deep gnomes into revolting against their colonial overlords.

New Crew

Date: 3809

Plot: The party decides to abandon their Spessartite missions and crosses into drow territory to go into hiding. The Spessartites hire two mercenaries to track down the party and bring them back to Spessartite territory where they will be executed. Along their way back to Crescent City, the party- in chains- forces the mercenaries to free them after meeting a human en-route to free his wife from vampires at a nearby plantation. The party must help the human man free his wife, defeat the vampires, and escape the plantation.

Shadows of the Fairies

Date: 3910

Plot: The party commandeers a ship from an Arrananoman port and sails west across the Ocean of Peace where they believe they may be able to escape the Spessartite mercenaries attempting to recapture them. In the Fairy Lands of Southeast Si, the party docks their ship and makes contact with a fairy warlock who shares information about the demon Civil War through the use of a shadow puppet show which results in the warlock’s violent death. The party is trapped in the cave city when a poltergeist attacks the fairies there and must slay the poltergeist to escape the cave.

Blind Prophets

Date: 3911

Plot: The party takes the information gained from the fairy warlock back to Ulinawi where there is supposedly a wizard among the Inali drow with information about how to defeat Civil War. The party must travel overland across the Mountains of Stone and the Vast Plains to the lands of the Inali Drow to make contact with the wizard. The party meets with the wizard who performs a ritual to summon Civil War and trap her in a cave prison. The wizard is killed during the ritual and the party gets wrapped up in a raid where Larrunana infantry are attempting to massacre the drow of the village. The party is captured by Spessartite rangers.

Hook

Date 3912

Plot: The party returns to the Spessartite capital in chains with no means of escape. The Spessartite Marshall gives the party one more chance to redeem themselves before signing the order for their execution. The party travels to the Blue Kingdom in the north of the Eastern Spessartite Isles where they team up with a pair of detectives investigating a recent murder. The party must help the detectives find the murder and capture him/her so they can be brought to justice.

Warehouse 11

Date: 3913

Plot: The party learns about the existence of the Warehouse and are tasked with traveling to Ulinawi where exists a portal to the realm. The party is tasked with entering the Warehouse and destroying the main entrance to prevent the items inside from falling into the hands of the Jabalinans. Inside, the party can explore the Warehouse and make contact with the Warehouse Agents tasked with protecting the items inside from the Jabalina infantry attempting to enter. The dying agents tell the party about where Civil War is hiding.

Island of War

Date 3914

Plot: The party discovers the whereabouts of Civil War and track her down to a small atoll in a chain of islands south of the Tea Lands. There, the party attempts to slay Civil War, but she defeats them. In their defeat, Civil War reveals her plan for taking over the realm.

Battle of the Sacred Wood

Date: 3915

Plot: The party escapes the Island of War and tracks Civil War to a port in Baso where they meet the general they helped in the Tea Lands years before. The party gets wrapped up in a massive pitched battle between the forces of the Spessartite general and the werewolf general. After the battle, the party encounters Civil War who explains an even bloodier engagement is coming that will giver her the power to destroy the realm.

Non-Player Characters (Soldiers)

Aliaanza'nchi

Gnolls

- Medium Infantry: Leather Armor, Spear, Short Bow, Dagger

Hubbad

- Medium Infantry: Iron Helm, Chainmail, Tunic, Leather Grieves, Cotton Trousers, Sandals; Halberd, Short Bow, Short Sword

Si

Wood Elves

- Heavy Infantry: Chainmail, Tunic, Cotton Trousers, Sandals; Long Spear, Short Sword, Dagger

- Light Infantry: Leather Armor, Tunic, Cotton Trousers, Sandals; Javelins, Short Sword, Dagger

- Light Cavalry: Elephants; Leather Armor, Tunic, Cotton Trousers, Sandals; Javelins, Short Sword, Dagger

- Light Artillery: Little Frogs; Cloth Armor, Cotton Trousers, Sandals; Spear, Dagger

Zezen

Spessartites

- Heavy Cavalry: Fell Ponies; Iron Helm, Chainmail, Tunic, Cotton Trousers, Riding Boots; Spear, Long Sword, Dagger

- Light Cavalry: Wolfhounds, Iron Helm, Leather Armor, Tunic, Cotton Trousers, Riding Boots; Hand Crossbow, Short Sword, Dagger

- Heavy Infantry: Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Long Spear, Short Sword, Dagger

- Light Infantry: Leather Armor, Tunic, Cotton Trousers, Leather Shoes, Leggings; Shortbow, Short Sword, Dagger

- Marines: Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Long Sword, Short Sword, Dagger

- Heavy Artillery: Onager;  Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Medium Artillery: Ballista; Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Light Artillery: Little Frog; Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Battleships: 4 Decks, 40 Ballista

- Frigates: 3 Decks, 24 Ballista

- Corvettes: 2 Decks, 12 Ballista

Baso

- Heavy Cavalry: Fell Ponies; Iron Helm, Chainmail, Tunic, Cotton Trousers, Riding Boots; Spear, Long Sword, Dagger

- Light Cavalry: Wolfhounds, Iron Helm, Leather Armor, Tunic, Cotton Trousers, Riding Boots; Hand Crossbow, Short Sword, Dagger

- Heavy Infantry: Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Long Spear, Short Sword, Dagger

- Light Infantry: Leather Armor, Tunic, Cotton Trousers, Leather Shoes, Leggings; Shortbow, Short Sword, Dagger

- Heavy Artillery: Onager;  Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Medium Artillery: Ballista; Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Light Artillery: Little Frog; Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

Jabalina

- Heavy Cavalry: Fell Ponies; Iron Helm, Chainmail, Tunic, Cotton Trousers, Riding Boots; Spear, Long Sword, Dagger

- Light Cavalry: Wolfhounds, Iron Helm, Leather Armor, Tunic, Cotton Trousers, Riding Boots; Hand Crossbow, Short Sword, Dagger

- Heavy Infantry: Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Long Spear, Short Sword, Dagger

- Light Infantry: Leather Armor, Tunic, Cotton Trousers, Leather Shoes, Leggings; Shortbow, Short Sword, Dagger

- Marines: Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Long Sword, Short Sword, Dagger

- Heavy Artillery: Onager;  Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Medium Artillery: Ballista; Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Light Artillery: Little Frog; Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Battleships: 4 Decks, 40 Ballista

- Frigates: 3 Decks, 24 Ballista

- Corvettes: 2 Decks, 12 Ballista

Untxi

- Light Cavalry: Wolfhounds, Iron Helm, Leather Armor, Tunic, Cotton Trousers, Riding Boots; Hand Crossbow, Short Sword, Dagger

- Heavy Infantry: Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Long Spear, Short Sword, Dagger

- Light Infantry: Leather Armor, Tunic, Cotton Trousers, Leather Shoes, Leggings; Shortbow, Short Sword, Dagger

- Marines: Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Long Sword, Short Sword, Dagger

- Heavy Artillery: Onager;  Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Medium Artillery: Ballista; Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Light Artillery: Little Frog; Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

- Battleships: 4 Decks, 40 Ballista

- Frigates: 3 Decks, 24 Ballista

- Corvettes: 2 Decks, 12 Ballista

Ulinawi and Goblin Sea

Larrunana

- Heavy Cavalry: Fell Ponies; Iron Helm, Chainmail, Tunic, Cotton Trousers, Riding Boots; Spear, Long Sword, Dagger

- Heavy Infantry: Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Long Spear, Short Sword, Dagger

- Light Infantry: Leather Armor, Tunic, Cotton Trousers, Leather Shoes, Leggings; Shortbow, Short Sword, Dagger

- Light Artillery: Little Frog; Iron Helm, Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Handaxe, Dagger

Arrananoma

- Light Cavalry: Wolfhounds, Iron Helm, Leather Armor, Tunic, Cotton Trousers, Riding Boots; Hand Crossbow, Short Sword, Dagger

- Heavy Infantry: Chainmail, Tunic, Cotton Trousers, Leather Boots, Gaiters; Long Spear, Short Sword, Dagger

- Light Infantry: Leather Armor, Tunic, Cotton Trousers, Leather Shoes, Leggings; Shortbow, Short Sword, Dagger

Drow

- Medium Infantry: Leather Armor, Leather Trousers, Leather Moccassins; Spear, Short Bow, Dagger

Pirates

- Corvettes: 2 Decks, 12 Ballista

Orders of Battle

Battle of Old Silver Fort

Year: 3800

Untxi Garrison (Victorious)

- 30 Heavy Infantry

- 100 Light Infantry

Drow Raiders

- 3000 Medium Infantry

Battle of the Two Rivers

Year: 3803

Spessartites (Victorious)

- 5000 Heavy Infantry

- 4000 Heavy Cavalry

- 100 Light Artillery

Wood Elves

- 10,000 Heavy Infantry

- 10,000 Light Infantry

- 30,000 Light Cavalry

- 100 Light Artillery

Battle of the Skeleton Coast

Year: 3806

Spessartites (Victorious)

- 5400 Marines

Baso

- 1000 Heavy Infantry

- 1000 Light Infantry

Battle of the Sacred Wood

Year: 3815

Spessartites & Allies (Victorious)

- 40,000 Heavy Infantry

- 10,000 Light Infantry

- 2000 Heavy Cavalry

- 9000 Light Cavalry

- 40 Heavy Artillery

- 100 Medium Artillery

- 200 Light Artillery

Reinforcements

- 35,000 Heavy Infantry

- 10,000 Light Infantry

- 2000 Heavy Cavalry

- 2000 Light Cavalry

- 100 Light Artillery

Jabalina

- 40,000 Heavy Infantry

- 11,000 Light Infantry

- 7000 Heavy Cavalry

- 7000 Light Cavalry

- 60 Heavy Artillery

- 150 Medium Artillery

- 200 Light Artillery

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