To say the Realms is large place is an understatement, even
if I’m confining myself to regions covered in the Gray Box and some of the
supplements. Those poster-sized maps only hint at the scope of Faerûn and it’s
not until you put down the transparent overlays and start counting hexes that
you realize how much an area even a small section covers. Needless to say, I
was going to have to zoom in on but a small part of its grandeur for the
campaign.
My usual choices for campaigns are the Dalelands (Mistledale
in particular; see
my original campaign map
of Ashabenford here), the Western
Heartlands along the Trade Way, or somewhere in the Savage North. One of these
years I’ll tackle Tethyr or the lands east of the Sea of Fallen Stars, but
since this was an exercise in fun, I decided I’d keep to my old haunts. Having
a backlog of previously-generated campaign materials for those regions doesn’t
hurt, either.
Since I was coming off of Kingmaker, and as an old school DM I have a preference for such, I
wanted to keep the campaign on the fringes of civilization, thus allowing me to
play with some of the plot ideas I had in mind. This crossed the Dalelands off
the list and I wasn’t feeling like managing the constant stream of traders and
costers rolling along the Trade Way. Plus, I personally like mountains and
forests. A return to the Savage North was in order.
Breaking out my copies of FR1 Waterdeep and the North and FR5 The
Savage Frontier, I started re-reading them and looking over the landscape.
Although a Waterdeep-based campaign would be fun, running an urban game
requires a lot of work, and I discarded that idea. The same reasoning also
removed Silverymoon, Neverwinter, Luskan, and other large urban sites from the
list. Then my eyes fell on the Loudwater environs and the creative wheels
started churning. A nearby fallen Elven empire, a large town, the biggest
forest in all of the Realms, a Zhentarim-controlled village, an abandoned
dwarven kingdom, and Hellgate Keep all in close proximity to one offered more
potential adventure seeds than I could count. This had potential.
Following my decision to only incorporate Realms canon as
interested me, I started looking for what was actually detailed about this
area. None of it is covered in the Gray Box, so it was time to move on to
secondary sources, namely the above-mentioned supplements. Loudwater and Llorkh
garner a paragraph or two each in Waterdeep
and the North, while Hellgate Keep and the High Forest each earn three.
Hardly a treasure trove, but exactly the amount I felt like dealing with. The
Greypeak Mountains have a paragraph in The
Savage Frontier, and more detailed information for Loudwater, Llorkh, and
Hellgate Keep is provided. The High Forest earns an entire chapter, but by this
point, it’s become beyond the scope of my focus for the initial campaign
adventures, so I can ignore that material for now.
What does catch my attention is a small entry covering “Other
Woods” in FR5. It reads in its
entirety, “This is not the name of a single forest, but includes the Lurkwood,
Southkrypt garden, Southwood, Moonwood, and Westwood. These [sic] edges of
these forests are logged by men, though their dark depths are largely a
mystery.” Southwood (or South Wood depending on if you’re going by the text or
the map) is located just beneath Loudwater and seems perfect what I’m thinking
about: A frontier area close to a bastion of civilization but offering
unplumbed mysteries.
I decided to consult a tertiary source—The North boxed set—to see if there was anything further I could
use in there. As much of the material in that set is based (or copied outright)
from both FR1 and FR5, it might or might not provide
additional glimpses or inspiration. Luckily, there was a little more, but the
entry was still sparse enough for me to monkey with. I’ll decline quoting it in
case it spoils any surprises for my players.
Next, I started brainstorming and came up with the following
background for the campaign:
After the transformation
of Ascalhorn to Hellgate Keep, the elven kingdom of Eaerlann fell, and most of
the moon elves fled down the Riving Shining to either travel to Evermeet or
join the Fallen Kingdom near Ardeep Forest. A few, however, lingered in the
Loudwater area, either joining the small mixed-race community or occupying the
Southwood. These displaced refugees harbored dreams of resettling the ancient
kingdom if the forces of Hellgate Keep were ever banished. For centuries, the
elves claimed the Southwood as their own, a small domain of displaced elves
dreaming of their former glory. This enclave dubbed themselves “Lanymthilhar.”
In 1235 DR, the Year
of the Black Horde, a never-before seen force of orcs boiled out of the
Northern mountains, rampaging as far south as Calimshan. One tribe, the Black
Slashers, charged down from the Graypeak Mountains towards the River Shining.
Forging a tentative alliance, the humans of Loudwater and the refugee elves of
Lanymthihar battled the Black Slashers, breaking their invasion near the
northern verge of the Southwood. After this defeat, an accord was reached
between the Lanymithihar elves and the residents of Loudwater. The agreement
opened the outer edges of the Southwood to human logging and settlement, but
the forest interior would remain sacrosanct and protected by the elves. So long
as this compact was obeyed and the loggers didn’t become greedy in their yearly
felling of timber, the two cultures would pursue their own agendas separately and
in peace.
The PCs would begin the campaign in one of the few forest
edge communities, caught between civilization to the north and forbidden
mystery to the south. A decision to play up the mystery of elven culture and
the phenomenon known as “The Retreat,” led me to prohibit elves as a starting
race for the PCs as mentioned previously. While not actual enemies, I wanted to
explore the “alien” factor of elves, rather than making them pointy-eared
humans. I hope to have fun with this aspect of the campaign.
After a quick trip of the maps through my scanner and
importing the scans into Photoshop, I made minor changes and additions to the
canonical landscape of the region. I also took a look through Volo’s Guide to the North to see if I
could use anything in that book, and decided I’d incorporate one of roadside
inns mentioned therein. Situated to the east of Loudwater, “The Nighthunt Inn”
might come in handy should the PCs ever decide to travel toward Llorkh. I now
had my regional campaign map.
Loudwater and Environs as Ed never imaged. |
The next step would be zooming in even more to detail the
PCs’ home base of Elf Water and the adventuring opportunities in their own
backyard.