The Age of Entropy (Campaign Seed)

From D&D Wiki

Jump to: navigation, search

The planet Omnia is currently in turmoil and disarray. Pockets of civilization are arising around the globe, but no government is stable or long-lived.

The party is currently in Athas, a desert land ruled by the power-hungry sorcerer kings.

Nok[edit]

Nok is a city-state in the northwest corner of Athas.

Nok was, until recently, ruled by the sorcerer-king named Nok. Nok was secretly slain by The Inspired and they now rule the city-state of Nok. They have allowed the populace and Nok's templars to think that Nok is still under King Nok's control. Many of the old templars still remain, but are hesitant to take any actions because they are afraid to reveal that they have lost their magical powers. They think that Nok may be unhappy with them, and to request an audience on that suspicion would be foolish.

The Inspired[edit]

The Inspired

An order of mostly monks, ardents and clerics. They originally lived in isolation in the icy wastes of the deep north. They have established an embassy in Nok. Secretly, they have killed King Nok and taken over the city with the same name. The templars were replaced with Inspired clerics. Inspired clerics gain their powers through channeling the element of water.

The Inspired are using the city of Nok as a launching point. They are improving the economy and hording supplies, while keeping the people well fed and well treated. Their ability to control water keeps the city well-watered and fed.

Their primary export has been spider venom. The venom is not lethal, and can be effective for capturing people alive. While the inspired do not condone this sort of behavior, it was an export of Nok, and it would seem suspicious to stop the trade. The Inspired are planning an extermination of the spiders, disguised as a spider-plague that will eliminate the trade, and reveal the crater’s natural springs and rich ore deposits for development. They have already cleared a portion of the crater’s surface area of spiders, though this is not widely known.


At the center of the crater is a Hellswarm, which will prove much more difficult to destroy. The spiders keep them at bay with their webs. The swarm Is quite vulnerable in this regard. Without the spiders, however, the hellswarm would not be confined to their underground caverns. The Inspired are not aware of the Hellswarm yet,, and their plan to kill the spiders will unleash the hellswarm on the populace.

When the party arrives in town, they will see the oasis, surrounded by several villas and farmland. Crops include Chokroot, (a staple, similar to potatoes) DragonBlood fruit, Kopeweed (a type of hallucinogenic tobacco) , Kasil ( a spice) and Keldraberries (a small crunchy black berry). This food is sold at market for a fair price to the inhabitants and they are well fed. New construction on the city’s outskirts provides housing for many.

An obsidian/carapace wall is bult around the region, and guards patrol the perimeter, mostly to keep spiders out. Travelers are directed to the main gate, where they are logged and given a travel pass. The travel pass is good for 1 week. After 1 week, a new pass must be purchased for 15 copper piece. A traveler may stay indefinitely, but are escorted out if they can not afford to pay, but they are encouraged to seek citizenship, and may be offered a job with the guard. If hired, the fee is waived.

Eisenheim is a cleric/sorcerer who is in the upper echelons of the Inspired. He is responsible for many of the Inspired’s plans. Charok is a monk/rogue who is a contact point for the Inspired’s spy network. He keeps tabs on persons of interest, and reports to Eisenheim directly.

Charok pretends to be under the leadership’s radar, and can direct travelers to resources that are typically illegal under a Sorcerer King’s rule, but are not actually illegal in Nok, because of the Inspired’s rule.

These services include: Magical item creation and trade. Magical and psionic training. Defiling magic is highly illegal, but preservation magic is encouraged. The Inspired Guard will hire travelers to explore the crater’s depths, and maps and information are paid for well. If they gain the guard’s trust, may be hired to assassinate a templar loyal to Nok.

People: Jarleth: Mater blacksmith. Has many apprentices, but he is capable of crafting magical items, and deconstructing magical items. The party will most likely have to sell through him or one of his apprentices if they wish to deal in magic. He is an inspired loyal.

Bessa: Apprentice to Jarleth. Specializes in psionic weaponry and items.

Chad: Mundane weaponsmith of exceptional skill. Married to Petra.

Bo: Mundane weaponsmith of average skill.

Chenra: Master leatherworker/bonesmith/chitin smith. Can make any sort of armor of custom item.

Petra: Apprentace to Chenra. Specializes in psionic armor and items.

Sather: Alchemist. Can concoct potions given the right materials.

Healing: DragonBlood fruit, spider venom and quartz.

Str bonus: DragonBlood fruit, quartz, spider venom and Krodroot.

Cure Disease/Blindness: Dragonblood fruit, Krodroot and Krodleaves.

Jenner: City guard at the gate. Dwarf. Will direct party to the Drudge Line, if they inquire about services. The Drudge Line is where unemployed can go to get work and food.


Back to Main PageCampaign Seeds

Home of user-generated,
homebrew pages!


Advertisements: