I wrote this yesterday in response to a player wanting to learn more about our campaign setting. Up until now I have been drip-feeding little details about the goings-on of the world, but as we're nearing our 40th session I realized it was past time to make a piece of writing that ties them all together. For my sake, it was nice to finally get off my ass and consolidate the key setting points that until now existed mercurially in my mind or accumulated in overburdened docs.
Normally I'd want to dress a campaign primer up with some artful prose. I imagine Nevelorn in shades teal and violet and midnight blue, populated with wispy brushstroke Amano people. The emotional register varies between the wryness of Fritz Leiber and Jack Vance and the melancholia of M. John Harrison. In my vision, the sky is always just after sunset, the fields always windswept, and the woods rendered in watercolor like those '70s Lord of the Rings forest illustrations with black space surrounding by emerald foliage. I want what I write about Nevelorn to convey not just the entirety of this sentiment, but the magnitude of emotional meanings which may only be evoked indirectly.
But, seeing as it has been two and a half years since our first session and that hasn't happened, it's clear quick and dirty is the form the primer is meant to take.
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The area the game takes place in is called NEVELORN, The Land of the Long Dusk. To the south and east is the Bleak Sea, to the west are the Barbarian Kingdoms, and to the north are the Mountains of Mourning, beyond which monstrous warlords and vile sorcerers fight endlessly over the trippy expanse of the Frayed Lands. Rising above the Many-Colored Moors on the southeast coast is the city of Nisk. A place of black teeth and stone spires, knives hidden in daylight and strange things looming in alleys. Ruthless in its decadence, sophisticated in its squalor, Nisk is a wonderful, horrible, dizzying city where any adventurer can feel at home.
The deal with Nevelorn is that it used to be great but a series of overlapping conflicts known as the Seven Wars led to total, cataclysmic collapse—to the majority of the population, the Seven War period was indistinguishable from an apocalypse. The old order of kings and knights died, and now people find what safety they can in rugged, disconnected settlements. Monsters and brigands stalk the wilderness. The roads are no longer safe to walk, though some, like the wardens of the Holy Fortress and the Violet Knights of Lord Ulrum, seek to maintain some semblance of order in the territory they claim.
The current "big deal" things going on in Nevelorn your character knows about:
- Nevelorn is slowly dying. Not the towns or polities, but the land itself. The spirits of nature are forsaking their station, and in their absence the protective boundary between this world and the unseen realms beyond grows weak. The primordial shrines must be restored for the spirits to return.
- Rumors speak of a horrifying monster known as the Tirapheg roaming the countryside. As tall as a watchtower, with five heads, three arms, and three legs sharing a single body. As it walks its shadow persists like a trail of paint left by a brush. And from it's shadow, phantoms spill forth, whispering the tongue of Old Zenon. The Mentaculate, a group of wizards who have taken control of the city of Velaine, will pay a bounty to anyone who slays it; the number climbs and climbs, as if they were desperate...
- Hobgoblins are colonizing Nevelorn. They have landed on the Seething Coast to the south and are turning entire towns into freaky nightmare labor camps.
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