Sunday, July 17, 2016

One Page Settings: The Dread Lands

This is a setting that fits one one page. You could come up with a campaign with these basics.


The Dread Lands are a splattering of regions on the Sunbroke Sea, located around a great mountain known as the Spire. Ruling over the Dread Lands are the powerful beings known as the Dread Lords. Pellimore, the burning death, crusader and zealot of the city of Eclipse. Good King Oberon, father of all fey and ruler over the Dreamscape. Slade, the death knight and ruler of the Dreadfort. And the Conglomerate of Giant Empires, owners of the Forge and rulers of all giant-kind.

They were given the title of Dread Lord from their claim to a dead god’s power. This god died before time and its death created the Spire and imbued it with magical power. There are several sources of power located within and near the Spire and the magic itself creates and recycles this power all the time.

Accessing this power is not as simple as owning it. A willing or forced blessing given from a princess is needed as well. The princesses are numerous, there could be as many as a thousand, but they all have one thing in common. They are descendants of the dead god. The Dread Lords collect and control these princesses so that they can keep their power and rule over their people.

Pellimore holds the dragon princesses, granting him the powers of the ten Orbs of Dragonkind. Slade imprisoned Skeleton, Wight, and Shadow princess, giving him command of the Dreadfort and its unlimited skeletal army. Oberon, being a descendant of this dead god himself, is father of all fey including Avalon the Nymph, his princess of many suitors. Lastly, the giants have the princesses of all giant kind, giving them dominion over all giants and their descendants. They have also taken the dwarven princesses (twins), giving them control over the Forge, a magical, volcanic vent.

These Dread Lords have a tenuous relationship. Each is greedy in their own way and each wants to keep tabs on the other to make sure there’s nothing secretive happens. So they started a council. Their first rule is “no secrets” and they meet yearly to discuss developments. The fear of retaliation from other Dread Lords keeps most from doing anything rash. This keeps the Spire in a constant state of cold war, where the fear of others power keeps everyone gathering more power.

Players in this world can take on a variety of roles. Fighting against the Dread Lords is an uphill battle but not an unwinnable one. Whether the party wants to overthrow the tyrants or take their place, entire campaigns can be wrought on the Spire.

Around the Spire, players can work with a Dread Lord to help clean up their land, taking out opposing threats, battling against the other Dread Lords in war. There are chances for espionage, large-scale combats, encounters with colossi, or just plain ole monster hunting. Every Dread Lord has secrets and every one of them wants the Spire for themselves. So why not help them out?

Whatever you choose, the Dread Lands are a great place to insert into your current world, or use by itself to create a versatile and unforgettable campaign.



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