The Korand Campaign

Cobbled Together About Places, People and Organizations Encountered by Party
General Info from 12 or 13 Sessions

Party hasn’t accomplishment much, especially since only one character has been there from the beginning. One of the players has been there from the beginning with the bard, but he changed to the Paladin to make sure the party had a Defender. It’s public but not necessarily widespread knowledge that the bard was part of the Heroes of Sern. They

  • Defeated two vagabonds that had stolen crops and the front half of a cow (leaving the rest of it behind) from their hometown village, Sern
  • Saved Sern from being devastated by an army of giant ants (even though the bard vows they were giant spiders)
  • Recently had some scuffles with local toughs and ruffians in the bad and downtrodden part of inner-Grassin, the capitol of Darsnek Principality, the northernmost Principality of Korand

The bard and his friends were apprentices to some masters in Sern who used to be an adventuring company called the Knights of Monastery Doran. Because of political reasons (nothing made entirely clear to any players or the public), the Knights were forced to settle down in Sern and take on apprentices from the village.

Monastery Doran is medium distance from Grassin following the northwest road. You’ve never traveled there and neither has anyone in the party, as people generally don’t travel the countryside without proper paperwork. Otherwise, they’re considered outlaws and liable to be arrested then deposited back home, at best.

In fact, the paladin, new player and the ranger have never left Grassin. This is the first time the bard has left Sern. The wizard has only traveled between Grassin and Sern.

People don’t travel much because of the whole paperwork/outlaw thing. Somewhat based on a mix of Medieval Europe to Colonial Massachusetts, everyday people in present-day Korand know their place and don’t generally get out of it that much. Mostly there’s just not the opportunity. Korand has been fairly peaceful except for banditry in the south and random isolated incidences with the Cult of Ghorlrixor (who are a bad bunch of mofos, generally seen as batsh*t crazy and people are advised to avoid them at all costs).

All PCs at this time are employees of Earl Klaus Haydn, but no one has met him face-to-face. They’ve only interacted with him through his secretaries in select settlements. You, the paladin and the ranger are pretty much recruits newly let out into the field. Earl Haydn has provided (or will provide in the case of you and the ranger) with a copy of the company charter for Haydn’s Defenders, any additional endorsements (there’s already a few of them indicating party member changes), signet ring and at least one loan of 500 gold crowns.

The paladin, however, has had a very good teacher and has some experience in “martial arts” during his time in taverns and dealing with a smooth-talking trouble-making friend of his. The paladin’s teacher’s name is Father Humboldt, a man who ministers to the poor and downtrodden of the South Side of Grassin.

The party has had recent pleasant interactions with Father Humboldt, and Father Humboldt has ties with Earl Haydn somewhere between medium and strong. They’re close enough that Humboldt fund raises from Haydn and lends out good men like the paladin. . .even though connecting the paladin with Earl Haydn is part of Humboldt’s mission: helping the poor and downtrodden make better situations for themselves in the world.

Other than these positive encounters with nobility, PCs haven’t interacted with nobility much. At the most, nobility has been seen from far. There are a few entrepreneurial landless nobles but most well known nobles are landowners, generally with a keep nearby some settlement owned by the landowner noble. Landed nobles can rule their land as they will, as long as they trade with the merchants that come through their villages.

Other than patrols, nobility and the very rare adventuring party, merchants are generally the only entities that travel the countryside much. They mostly travel out from their hometowns/cities,

• Selling and trading arms and armor to nobility on their way out
• Buying and trading for the local products of villages on the way back into their hometown/cities, generally the capitols of their respective Principality.

Once back home, merchants fill up again on arms and armor by trading the village products. Some of the village products and coin get taken as tax, too.

Most of the merchants take on the job as a family business. The party traveled with the Magee Family Merchant Company from Sern to Grassin but not much came of the company other than safety. Traveling for merchants is a good way to travel with protection, though. This fact stays especially true in the Northern part of Korand where there’s an unofficial understanding between the merchants and banditry. In the North, the merchants often just hand off some of their wares to the bandits to avoid any trouble. A lot of it has to do with preventing the kind of trouble that they have down in the South, where there’s almost open war between the merchants and bandits.

The party hasn’t had much interaction with organizations and power players, except for donations to the big Temple in Grassin. The Kingdom of Korand generally focuses on three divinities: Erathis, Avandra and Pelor. The temples and churches are always accepting donations. . .and donations can often help make services cheaper in the future (think of it as informal health insurance, if you will). People have the right to worship and give reverence to other generally non-evil gods.

For instance, Father Humboldt is not shy about his worshipping and meeting the calling of Bahamut. Many nobles and gentleman think he’s something of a religious nut, especially after the respectable commendations he’s received in the service of the crown, but he’s welcome to worship as he will.

Humboldt’s ministering to the poor also generally isn’t seen as anything threatening or groundbreaking, either. It’s a foreign concept to most, but Humboldt receives support from the likes of Earl Haydn and puts one person out of the running of power politics. Good for him! say many of the nobles. . .which often gets translated as a cynical, Humboldt is wasting his time but it’s one less person I have to make an enemy of.

The only real interaction with a bad or criminal organization would be the Grassin Chapter of the Thieves Guild in Korand. It is not widespread information, but one of Haydn’s secretaries has informed you that the local head of the Thieves Guild, Argus, led an odd training mission in Sern. The wizard and bard took part in destroying that operation, and through their work, learned about the trouble brewing up in Burtonham Hamlet.

Foiling the operation also revealed that Argus, who had gotten away, actually used to be part of the Knights of Monastery Doran and used to go by Bruno Cimarron in those days. He had adventured with the “retired” members of the Knights in Sern. You are instructed to keep this information hush hush among most company, however. There’s no telling what damage that kind of information could cause or how valuable it could be in the future. . ..

Monastery Doran is really the only local settlement that values freedom of movement, thought and conscience. It holds values similar to Father Humboldt, and he often sends downtrodden there for education and training to make something better of themselves. It’s run by something of a nonprofit religious organization but most everyone there are lay people who found life there better than elsewhere and have grown very committed to the place. It could be considered somewhat of a Utopia in the Kingdom.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.