A
Brief Introduction to Talon's Height –
A
Campaign Setting for 1st-5th
Level Adventurers
Talon's Height is an ongoing project, both in play and
in writing, by myself with sturdy assistance from my friend Nathan.
It's an attempt at developing a low-level sandbox/hexcrawl with a
Haughty Fantasy feel. I'll offer a brief overview of the locations
below, but first, let's get some headline items out there.
Beginner-Friendly
If
this ever emerges from its cocoon as a complete product, I want it to
be a beginner-friendly setting. If anyone should need an alternative
Starter Set for DnD 5th
Edition (for which this is statted), I would hope that they would be
able to basically run Talon's Height “out of the box”. I'll need
to work out what this means – especially striking a balance between
cramming too much direction in and leaving newbies to flail – but
one aspect of this being a Haughty Fantasy setting is that it should
not only be approachable for players, but also those willing to run
the game. One thing this will require is a reasonable introduction to
some of the more complex elements of the setting – such as faction
play, setting development, or stronghold-building. These aren't
meaningfully covered in (say) the 5th
Edition's Dungeon Master's Guide. If I want to help new DMs run a
wider, deeper game than they might otherwise, I'll need to provide
the help.
Haughty Fantasy
Talon's
Height was conceived in three non-linear stages. First (and
initially), it was conceived as a “normal high fantasy” trapdoor
to start my players in during our Out
of the Abyss
campaign. They would spend a bit of 1st
Level time ambling about and experiencing normal fantasy (and fantasy
RPG) tropes, and then have those thoroughly upset as they were
captured by the Drow (or – if they should escape them – as they
followed them down to their base). Second, when required at short
notice to run a variable-length game at the games store at which I
work, I took out the Talon's Height material and began expanding it
in relation to reason the third – making a High Fantasy setting
that would be familiar-yet-new.
That was the beginning of my thoughts about Haughty
Fantasy. I wanted to run a setting that wasn't entirely unfamiliar to
new players, and which gave them an enjoyable chance to experience
the old tropes, but I also wanted to put new spins on some of that
material. This led to some very serious thinking about the nature of
the genre, and then, in a matter of days, some 40,000 words of
setting material. Talon's Height, then, is my (limited, failing)
attempt at a Haughty Fantasy setting – see my previous post for a
definition of that.
Factions, Theme, Plot
A major element of the Talon's Height setting are the
factions, whose desires operate at crosspurposes and who will
interact with the adventurers. When left to their own devices, the
factions fight, and extend their reach and power so far as they are
able. They will fight each other as well as any awkward heroes. A
major theme of the factions is that they are all concerned with order
– or, at least, control. They represent different views of law –
how law originates, what it is valuable for, and how it is exercised.
The
leaders of the factions are: Lady
Jana Truesight
(Lawful Good, local ruler, great-granddaughter of the founding Lord
of Talon's Height, looking to defend her own); Moritz
Torrynton
(Lawful Evil, leader of the Torrynton Compact of devil-supplicants,
who seek wealth and more stability than Jana is offering); Osswald
Dehazar
(Neutral Evil, a bitter man whose family have left him to stew, who
is turning to necromancy to assert control over those who would defy
him in life); Targyn
(Lawful Evil/Neutral, leader of the Dragon's Tooth Kobolds, who seek
to build a stable Kobold civilisation independent of dragons); the
Prince Most Magnificent of Shimmering Smoke
(Lawful Evil, an efreeti prince who is breaking the bonds on his
magical prison and seeks “justice” against those who slighted
him); and Nimthur
(Lawful Evil, a blue dragon who has concluded his glory and
intelligence entitle him to rulership of the region).
All six of these represent tried and true tropes of
Dungeons & Dragons and fantasy roleplaying in general. There is a
power-hungry dragon, an imprisoned evil, a mad necromancer, and all
the rest of it. But my intention is to – one – liven those up via
the interaction between them and the players, and – two –
slightly twist some of them. The Kobold, who many or most adventurers
will seek to kill, is a once-in-a-thousand-years figure, a force of
personality able to resist draconic influence, and a leader genuinely
seeking to build something worthwhile. The Necromancer can, with
difficulty, be talked back from the brink. The Torrynton Compact have
a point that the Lordship is hardly stable as it is. And all of these
factions, not just Lady Jana, can be negotiated with – Nimthur will
hire adventurers to aid him against other factions, Dehazar will
engage them to bring him parts for experiments, and so forth.
The way in which the different “plots” of the
factions advance – in the system I have outlined – is via a rough
link to the level of the characters. When characters level up (which
I recommend via milestoning), each faction has a plot event, which
the DM can trigger when appropriate (or behind the scenes if players
never get near the relevant area). If a faction has been removed from
play, then its event doesn't occur. The final stage of these various
plots is the “Plot Advance Finale”, which is a special event –
think a “raid” in World of Warcraft terms. Some of these are
combat-focussed, some are not.
Strongholds, Hirelings, Romances, Friendships
Talon's Height is a place that can be settled and that
can be affected by player actions – not just via their adventuring
deeds but by their social actions. Talon's Height is a setting where
adventurers can build strongholds, hire mercenaries and gain
followers, make friends and fall in love. These are not just
roleplaying opportunities, but many have real mechanical effects
(outlined in the future). There are romantic story-threads between
NPCs in the settings, as well as as many opportunities for PCs to
find love as the DM likes. Friends of the characters spend their free
time with them and will aid them. Though Talon's Height can be played
by groups of tragic loners or by murderhobos, it is also a place that
is worth settling. The tortured hero is a fascinating trope, but not
inherently a Haughty Fantasy one. The idea of building something from
nothing is, however. Adventurers in Talon's Height can do that.
Toolboxes, Not Hammers
Most “problems” in the setting have multiple
potential solutions. Very few require combat. You can ally with the
bad guys, or you can subvert or limit their plots indirectly. You can
help people in different ways, and many quests have optimally
non-violent solutions – depending on the aims of the adventurers,
of course. The world of Talon's Height is not full of nails to be
smashed. It can reward many approaches.
The
Five “Regions” of the Lordship of Talon's Height
These descriptions offer a brief overview of the region's key
locations and plot highlights, with some sense of local themes and
how a DM can use the area – though I won't give you every secret
here.
The
Long Moor (5 Keyed Locations, 62 Random Encounters):
The northernmost region of the Lordship of Talon's Height is now
largely out of touch with the Lordship proper. There is one large
human settlement in the midst of this tinmining country, where the
moors are intermittently riven by deep ravines. Recently, the Mists
which have historically swamped the ravines have risen, covering the
Moor itself. The town has been nearly cut off from its neighbours,
including the monks of the Abbey of the White Silence, who provide it
with much of its food. The monks have been slain by the beasts in the
Mists, which means the seal on the magical prison-dungeon underneath
the Abbey is degrading. That is pleasing and helpful for its
inhabitant – the wicked efreet, the Prince Most Magnificent of
Shimmering Smoke, who with his court of elementals is now beginning
to influence the world outside.
The town itself is riven by rivalry between two families, the two
families most instrumental in the foundation of the village. Their
rivalry is somehow connected to the rise of the Mists, but its root
and possible solutions are hard to discover at best. There is a Drow
– accused of murder – in the town prison awaiting trial by the
Lord Abbot (who isn't coming), whilst strange travelling merchants
have been trapped here by the Mists. Blame is being thrown around at
the drop of a hat, and it will only take a spark to cause an
explosion.
Meanwhile,
in the north-west of the Moor is the entrance to the great Underdark
City of Glimmerdwell, ruled by a council of Deep Janeen (from Veins
of the Earth),
powerful elemental lords, who live in labyrinthine compounds and
dwell on architecture as much as they do on their interminable
politics. Here Shield Dwarves and Duergar live in uneasy peace
together, kept civil by the power of the Deep Janeen and rewarded by
the mineral wealth of the surrounding area and the renowned Crystal
Market. Gnomes are also a significant part of the population – with
Svirfneblin in the deep and Rock Gnomes running the surface outpost.
Glimmerdwell has not heard from its surface neighbours in some time
due to the Mists.
There are also two significant dungeon ruins: one is the home a
Goblin tribe who are being forced out by others monsters; the other
is the ruin of a Hill Giant King's Steading with factions of monsters
ruling different sections. Aboveground, fearless of the Mists, is an
exiled prince from a nomadic tribe, waiting for the moment to return
to reclaim his own.
The
Brightwood (12 Keyed Locations, 20 Random Encounters):
South of the Long Moor lie the hills and woods of the Brightwood.
This is a “monster forest” rife with tree-dwelling bandits,
witches of the wood (some friendly, some not), sentient beaverfolk, a
myconid village, a few hardy foresters, and the bases of two of the
major factions – Nimthur's Lair and the Dragon's Tooth, home of
Targyn's nascent Kobold civilisation. Adventurers will be sent here
to gather ingredients for merchants and wizards, to clear out
monsters, and to meet powerful potential allies.
The Dragon's Tooth, home of the local independent Kobolds, is a small
low-level dungeon (8 rooms plus outlying patrols) inspired a little
by “Tucker's Kobolds” with a variety of tricks and traps.
However, it is also – upon investigation, whether through slaughter
or diplomacy – obviously not just a typical monster dungeon. The
Kobolds are beginning to farm and keep goats, and their King, Targyn,
is a remarkable individual who has somehow defied Nimthur's call to
join him. Not all of his lieutenants feel the same way.
The High Lake is inhabited by the Weaverfolk, who trade both with the
people of the Long Moor and the Dragon's Tooth. They are sentient
beaverfolk who have built a great dam over the years. If this dam was
released, the released waters would partially flood Nimthur's Lair.
Nimthur's Lair, then – a great sandstone quarry in former ages, now
the home of a Blue Dragon who intends to rule the area. Nimthur has
gathered various peoples to aid him, directly ruling over Kobolds,
Lizardfolk, and Goblin refugees from the Long Moor, and assisted by
allied Duergar. This will be a fairly significant dungeon with
verticality and a complex environment.
Talon's
Height (17 Keyed Locations, 12 Random Encounters):
The seat of the Lordship, built by Lady Jana's great-grandfather
after the Spellplague. Still only really a large village, but it
feels bustling from its location at the junction of the Trade Road
and King's Road, and from local farmers coming in to trade. In the
centre of its Market Square is the Silver Spear, the great marble
tower inhabited by Lady Jana, a powerful wizard and the local ruler.
She is talented but over-strained by the many problems facing her
people.
There are a couple of low-level encounters in Talon's Height, which
if conquered offer long-term possibilities to the players. Slaying
the Giant Rats in the biggest inn's basement – controlled by a
horrid Ratking in a cavern beneath – will give the players
long-term free accommodation. The Xvarts who have taken over the
Shrine of Sehanine, a couple of miles from town, are an obstacle in
the way of the players gaining a potential Temple Stronghold.
There is also a second major player based in the town – Moritz
Torrynton, leader of the Torrynton Compact. He has gathered together
envious and greedy people from round the Lordship and made them his
junior partners in a powerful deal. They have made a contract with a
Barbed Devil, who is assisting them with the gathering of wealth and
magical power, but requires from them the disruption of the Lawful
Good rule of the area. Adventurers will likely need a combination of
investigation and combat to defeat Torrynton, whose own long-term
goal is to rule the Lordship. They might, of course, be hired by him
instead.
Puddleton (7 Keyed Locations, 10 Random Encounters):
The second-largest settlement in the Lordship, governed by Alderman
Jedba Reedbottom on behalf of Lady Jana. There is giant alligator
living in the underground river who is causing trouble. More
significantly, Osswald Dehazar – whose wife is away on a “long
holiday” with her family and whose son works at a University far
away and does not visit home – lives here. In his bitterness at his
family turning away from him, he has chosen to gain control over
people – via necromancy. People are easier to control when dead. He
might, perhaps, be turned back from this dark and deadly path.
Cabbage
Country (10 Keyed Locations, 20 Random Encounters):
At first glance, boring fields of corn and cabbage. At a closer look,
a strange and often dark place. Agents of the Torrynton Compact,
Nimthur, and the Prince Most Magnificent are at work here, but that
is by no means the most dangerous thing here, nor the strangest.
A
civilised settlement of Faeries lives in a gigantic hollow acorn,
whilst an Earth Genasi kibbutz
has been built beside a river. A mad Eladrin druid lives in a great
termite mound on friendly terms with the inhabitants. In one village,
the Autumn Equinox festival is infused with strange magic, turning
revellers into vegetable-headed folk for the duration and casting
them in strange stories.
But there are darker things still. A deranged fertility cult worships
Orcus, immolating sacrifices on the Winter Solstice. Visitors,
however, will think this a lovely and friendly village, and be
encouraged to stay as long as they like. That is not the limit of
Orcus' power here; the real source of his influence is a sealed Fane
underneath a ruined Gatehouse, which might prove an excellent Keep
Stronghold, but which has dungeons beneath hiding a Drow Outpost, the
Fane to Orcus, and passages to the Underdark and an underground water
system.
Fin
That's
it for now. What do you think? Next
Talon's Height post, I'll put up the DM's Hexmap with a Mapkey giving
an overview of all of the keyed locations.
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