Splintered Crags Campaign
From the Dungeon Master
A grand welcome to players and those curious to see what's about to unfold. The campaign setting is still in the works but I wanted to get used to updating this page on a regular basis until, and during, the game. As always, if you have any comments or suggestions, feel free to email me at like_a_god@yahoo.com.
This just in! I've also added a page for comments and questions regarding the campaign to "Mindslate". You can find it here.
Games will be held every Saturday at an undisclosed location starting the 1st or 2nd week in September. The session itself will start at 6PM but we'll start gathering around 5PM for food and talk beforehand. The sessions will last until the group has had enough of me or until I've had enough of the group.
General Info
Dungeons & Dragons 4th Edition Campaign
For this campaign we'll be using the new 4th edition rules. The new system is COMPLETELY different from anything that has come before. I'm sure there'll be plenty of need for clarification of rules and explination about how to go about doing something. As such, I expect my players to have read the Player's Handbook and to have a basic understanding of the new rules before character roll up so that we can concentrate on the more advanced concerns during roll up and during the game itself.
I will be requiring all of my players to have access to their own individual Player's Handbook but a copy of the Dungeon Master's Guide and the Monster Manual are not required.
In order not to confuse the issue, I will not introduce any any "house rules" at the onset of this campaign. Inevitably, the need for "house rules" will come up and these matters will be dealt with as needed. However, players are encouraged to look at the "updates" to the PHB available at here. I will be incorporating these rules as they become available and I will also have a copy of these rules with me during the gaming sessions.
Gaming Conduct
I always feel like a goober when writing something like this up. However, I've found that it helps players to gauge the seriousness of my campaigns and what I expect of them as players.
Character Creation
We'll be using "Method 2: Customizing Scores" described on page 17 of the Player's Handbook for generation of character ability scores. Please notate and keep a record of your original point buy, before racial or class modifiers.
This campaign will be roleplaying heavy. Character motivations and background will be important because they will help determine what happens to the party. There will be plenty of combat but the sessions will not simply go from one blood bath to the next. Characters should continually evolve as they live within the campaign world. I will try to provide access to things that the characters wish to obtain or a chance for them to reach their goals. I plan on running the campaign in something of an episodic nature with interwoven plot lines that can be completed in a single session as well as longer endeavors that may take several. One of the reasons I'm doing this is to allow players to reroll characters if, after a session or two, their character turns out to lack the "fun" attribute. Secondly, I want to allow for players who have scheduling conflicts to have their characters "fade" for the sessions that they can't attend. Of course, there will be no XP granted for such abscences.
Unlike my 3.5 campaigns, I will not be placing a limit on character alignments. Players are free to choose their characters motivations and their actions. Please be aware that if there is a incurable split within the party I will decide, with input from my players, who *gets* to roll up new characters.
Party unity is a thing to be desired! I encourage players to talk to one another regarding their character concepts and to link their characters in some way. Also, considering that 4th Edition incorporates the use of "combat roles", these too should be considered when creating your party.
The campaign will start with the party spending a quiet evening in the Thousand Pixie Inn. It’s early spring and winter is just beginning to release Heftstone from its cold embrace. Those that visit the inn may do so for any number of reasons. Some come to amuse themselves by looking over the intricate woodwork of the inn itself whose every nook and cranny seem to reveal the cheery face or haunting sneer of a pixie whose eyes follow one about the room. Others come to listen to the elandrin bard, Eleia, whose haunting melodies and voice offer tales of magics found beyond the world or the heroic deeds of days gone past (think a mixture of Sade and Keiko Matsu's older work). Still others simply come for the company of old friends or to take a walk and wonder at the lack winter seems to have upon the waters of the fountain out back. Whatever the reasons for this particular group to gather, the human barkeep, Tumberell, is quite willing to fill a cup or chew a rag with guests be they high of class or low in stature.
Campaign Setting Information
Civilization and Settlements
The world is old. The great civilized kingdoms are long past. Their histories are often set aside in dusty tomes and their heros the simple subject of fireside tales. For the people living in the Splintered Crags region, life has other concerns than those happenings whitewashed by time. They live in an unsettled world, cling to little spheres of influence and, more often than not, try to ignore the world outside their own doors.
Settlements in the region are few and far between. The large towns of Heftstone and Fairedraft are the focal points in the region. Built, abandoned, and rebuilt, each of these settlements has a long colorful history and contain corridors full of dark secrets. Within their walls, people compete with one another for both pwoer, prestige and sustenance. Some never move beyond the embrace of the town walls: it’s more comforting dealing with beasts confined within than those lurking without.
Smaller towns, such as Anipathe and Docklin, dot the region carving out their existence along heavily patrolled trading routes and water ways. They compete for the attention political elite of the larger towns in hopes of gaining protection they can provide via increased patrols and troop presence. People within these towns support themselves through agricultural and crafting. Craftsmen in towns tend to specialize in one or two crafts and those seeking the best of the best will seek out these goods via a broker or directly from the source.
Outside of the lonely homestead, there are few other isolated settlements inhabited by civilized folk. One of these is the fort of Cloudview. Set at a pass within the crags, it helps to protect the land from the creatures of the Rocksheen Mountains and Iron Woods. It is supported by Heftstone, once a simple fort itself and many young adventurers cut their teeth fighting to hold the fort during seasonal raiding. Sadly, other forts were abandoned long ago. Cracked Spire Fort, as it name suggests, is one example. It was overwhelmed by goblinoid horde a century ago and now sits in ruin.
Heftstone
(Click image for larger map)Heftstone finds its true origins in the foundation of Fort Heftstone by the Elishian Empire several thousand years ago. Historians claim that the Empire built upon an even older ruin and there is some evidence that the Great Western Wall, The Pit, and portions of the Fort itself seem to predate the Empire itself. Regardless of its original creators or their purposes, the Empire built and maintained Fort Heftstone and used it both to defend its westernmost borders and merchants used it as a stop along their trade route to areas outside of the Empire itself. Fort Heftstone has been abandoned and reclaimed a number of times since the fall of the Empire. Most recently, about 1200 years ago, the fort was rebuilt and used successfully to deflect would-be raiders under the leadership Sharn Emberheart (dragonborn) and Zeharna Karheen (human). Heftstone still helps to protect the region from seasonal raids, but it has become much more than a simple fort.
Today, Heftstone has great influence upon the politics of the region, offers immense economic possibilities and harbors a population of close to 10,000. Viewed from the rolling hills just outside of town, Heftstone seems to spill out o the Splintered Crags like a cornucopia on the table of the gods. From the Old Fort District to The Pit, Heftstone offers everything from glorious temples to the seediest of alleyways.
The majority of the cities inhabitants are dragonborn and human. However, there are large populations of tieflings in The Pit, halfings have their own conclave in the Hedge district and elves, half-elves live throughout the town, and dwarves, elves and eladrin are common visitors.
While the citizens of Heftstone are generally egalitarian in regards to gender, they do suffer from a large difference between the upper and lower classes. Furthermore, much of the population suffers from racial bias of one form or another regarding the less numerous races, such as the eladrin or teifling. Much of this is due to historical animosities between the races or unfamiliarity with differing cultural norms and, while this may offer a greater difficulty for social interaction, it rarely leads to bloodshed.
The governing structure of the city was originally setup by Sharn Emberheart and Zeharna Karheen after the cities founding. Simply put, the leadership of the city is divided into three spheres, the Heftstone Guard, the White Guard and the Lord Regent. The Heftstone Guard maintain the fortifications and garrison of the city, patrol the countryside and supply troops to Fort Cloudview. The Heftstone Guard is ruled by a dragonborn descended from Sharn Emberheart. The White Guard maintain the town guard and serve as judges in matters that do not require the attention of the Lord Regent. The White Guard is led by the highest ranking cleric of the local Erathisian temple. Ruling over both the Heftstone Guard and the White Guard is the Lord Regent. Descended directlung from Zeharna Karheen, this individual is the uncontested ruler of the city. It is the Lord Regent’s job to maintain relations with other population centers, to keep local nobles in check and govern Heftstone itself.
Laws in the city are pretty much what one would expect of any civilized settlement. Murder, thievery and the like are outlawed. Punishment tends to fit the crime and can range from simple fines to capital punishment, usually through public hangings. However, enforcement and policing of the populace does tend to differ depending upon where in the city one is. Generally speaking, the more influential and well-off neighborhoods, or more important sections of town see more patrol activity than others.
There are two areas where the White Guard differ to ‘local’ leadership, in terms of law enforcement. The first is The Hamlet where halflings rule themselves and crimes against halfings are treated as local matters and punishment is dealt out by community Elders. The White Guard does not patrol this district and rarely involve themselves in hunting down those that have committed crimes there. The second area that the White Guard does not patrol is The Pit. Here, law enforcement is something of a misnomer, but to commit a crime or go against a decree given by a local ‘baron’ is to risk offering him ‘personal insult’. Due to limited space in The Pit there are no prisons and punishment is dealt with accordingly.
Each of the districts of Heftstone has its own distinct history and flavor. While it’s better to visit each one and savor its sights, a shore description is offered here.
As it names suggests, the Old Fort District is the portion of Heftstone which encompasses the spot of the historic Fort and its battlements and other defensive structures. Bordered on one side by the Great Western Wall, this district includes the garrisons, administration buildings and parade grounds of the Heftstone Guard. Most activity here is limited to the administration of the town and regional defense. The Visitor who are not directly tied to such activities may also come to worship at the grand temples of Bahamut, Erathis and Kord.
This district is home to the Lord Regent and his closest staff. The district harbors a private temple to Bahamut and contains the tombs of including that of Sharn Emberheart and Zeharna Karheen and their descendents. Access to this district is extremely limited and most of the towns folk have never caught a glimpse of what lies beyond the districts walls.
The town’s elite live in this district. It is a close knit community and there are always political struggles regarding the use of its limited space. Homesteads here are walled off from one another giving those who walk through the district the impression that each residence is its own little fort. Visiting nobles and others that seek high society may spend a night in its expensive inns or take pleasure in its gaming dens or theatres, if they can get access.
The Old Town District harbors the original residential area that sprung up after the Fort had successfully defended several seasons of raids. As one walks through the district itself, it quickly becomes apparent that its growth was organic rather than planned origin. There are numerous blind alleys, dead end streets, small markets and spattering of mercantile shops, inns and trade houses. The social class of the populace varies from the secluded nobleman to the begging street urchin. This district also harbors temples to Pelor, Sehanine and Ioun. The Thousand Pixie Inn is also found here.
This district was a planned extension of the city and its streets are laid out in a grid like fashion resulting in an open, clean look. Many visiting merchants and lesser nobles spend the night in its inns and taverns. Furthermore, many of the middle class have moved out of the Old Town District and taken up residence here in hopes of one day having their descended climb higher in the social order. There is a temple here to Sehanine and several small libraries founded in Ioun’s name.
Within the boundaries of the Hedge District one find workshops and foundries of various sorts. The skilled working class makeup the major parts of residential segment of the district and local markets and shops reflect this. The District itself, like the Visitors district, is a planned one with wide streets and open air markets. There is a temple to Pelor here as well as a small shrine to Moradin.
Bartertown is built upon what was once the trash heaps and rubbish pits of the towns earlier residents. As such, the development of the district is an organic one that sprang from the efforts of the town’s early lower classes to make a home for themselves. Like the Old Town District, its streets are often narrow and may lead to either a small hidden marketplace or dead end. Most high and middle class residents avoid the district altogether due to the reluctance of the White Order to patrol its unlit corridors at night. There are no temples within the Bartertown District.
The Hamlet’s population is mostly made up of Halflings. The creation of the area itself was a boon granted by the Lord Regent himself to the Halfling elders in thanks for their involvement in transporting goods to the defenders during the early history of Heftstone. Originally set apart from the town itself, it has been brought into the embrace by the more recently constructed eastern walls. The town’s structures are built to accommodate the smaller physique of the Halfling race and order is by the district’s elders according to Halfling tradition.
The Pit is not actually considered part of the town of Heftstone itself, existing as it does outside of the town walls. However, those in the ‘know’ realize that it has great influence upon what happens on the other side of the wall. The Pit, originally the quarry from which stone was taken for the construction of Fort Heftstone, is home to five barons each of which control a level of The Pit itself. The majority of the population of the pit is made up of humans and tieflings, although other races may visit or take up residence depending upon their individual purposes. Crammed into the depths of the pits are gambling dens, inns, brothels, trade houses and, according to some, temples to dark gods.
The Splintered Crags Region
Regional Map
(Click image for larger map)Outside of the influence of civilization lurk many dangers. Whether the adventurer concedes to a savage foe or the forces of nature, his death usually results from starting out unskilled, ill-equipped and generally outmatched. The smart adventurers wish to learn what they may be getting themselves into and are willing to pay for the knowledge whether it comes from a seasoned elder or a timeworn tome.
The namesake of the region, this stony ridge is formed by unknown forces far below ground. Running north to south, the Splintered Crags form a natural barrier that can only be crossed where the Crags themselves splinter. The western side of the Crags is lined by high steep cliffs, often with massive stone overhangs. In contrast, the eastern sides of the Crags range from gentle slopes leading up to its western facing precipice to steep rocky inclines devoid of most vegetation save for hearty lichen. The region has numerous game but it is often home to dangerous creatures that make their lairs in its many nooks and crannies.
The tops of these mountains are covered in deep snow and the valley floors are secluded in mist. The dwarves that hail from this region and the occasional Heftstone scout, tell of massive giants, lumbering ogres and other creatures who worship dark gods and attack without warning.
This coniferous forest is known for its large trees with canopies that block out the sun stifling the life below them. Adventurers seeking the ruins that are rumored to exist within these woods speak of swarms of biting insects, large intelligent black-furred wolves that stalked them, and large pools of water with glass-like surfaces that give little hint of the dangers lying just below their surfaces.
These wildlands are a mixture of dense woodlands, both coniferous and deciduous, and tall grasslands. The game here is good, the nights usually crisp and windy. The dangers that lurk here are most often goblinoid in origin or remnants of ancient tombs that are found in the region.
Most often known for the timber that this region provides, it is a deciduous forest of tall trees and babbling springs. Playful sprites and vengeful wolves are found within the woods themselves and it is whispered that darker forces work throughout the wood. Many woodsmen talk of the feeling of being watched or claim that they have fallen asleep only to awake in a different season, their implements rusted beside them. There are scattered elvish settlements throughout the region.
For the people living along its shores, the lake is both a blessing and a curse. Many of its peoples make their living along its western shore where fish are plentiful and the water is refreshing and clear. However, there are islands on the lake which sailors claim move about dredging up sandbars which can easily ground ships and block their path homeward. They also speak of singing voices coming from its depth that have driven men to drown themselves and mysterious lights that beckon them to follow into the Sucnee Swamps.
There isn’t much known about this region. There are rumors of ruins from bygone eras but no substantial treasures have returned to give these rumors credence. Sailors that have glimpsed its shores have spoken of tall flames that erupt from the very ground itself, flying clouds of darkness without definitive shape and a smothering humidity that gave them a good idea of what breathing underwater might feel like.
This region contains large deciduous trees, quite secluded meadows and raging rivers. Game here is plentiful but hunters have learned to take into account the regions other inhabitants. There are elvish settlements within these woods, as well as other intelligent sylvan inhabitants that don’t take kindly to uninvited intrusions. Furthermore, most mornings are greeted by a thick gray mist through which the unsuspecting traveler can enter the Feywild.
Deities
As a general rule, the inhabitants of the Splintered Crags region are polytheists who give homage to those gods whom they feel most influence their lives or the task at hand. Even those who are more inclined to be henotheistic in their religious practice do not discount the existence of other gods, their influence upon the world or the power they may grant their followers. Religious practices vary greatly amongst the regions creatures and it is not uncommon for animosity to arise between religious communities, even those that worship the same deity.
In terms of campaign setting, players can assume that adherents to all deities mentioned within the Player’s Handbook and the Dungeon Master’s Guide are present to some degree within the landscape. The following adds to the deities presented in the PHB and DMG and should help players understand the gaming world and to place their characters within it. As suggested by the PHB, there are some deities whose allegiance is best unsought and whose worshippers walk in the shadows. Details for these will be left out unless necessary.
Many of the major crossroads found throughout the Splintered Crags region have small wayside shrines to this deity. She has a major shrine just outside of the halfling conclave near the docks of Fairedraft. Sailors who are just starting a journey on Lake Kullensor often make a point of first passing this shrine and offering prayers.
Worshipped by many of the elite militia at Heftstone and Fort Cloudview. The rulers of Heftstone pay open homage to Bahamut and, along with Erathis, he is seen as instrumental to the safety of Heftstone and Fairedraft.
There are no major shrines to Corellon in any of the settlements of the Splintered Crags. Worshipped mainly in the private homes of artisian’s, mages and craftsman Corellon but often forgotten by the common folk. The only spaced dedicated to Corellon in Heftstone lies behind the Thousand Pixie Inn and takes the form of the small wooded area around a fountain.
Erathis is the deity of the local town guard in Heftstone and the lower caste amongst the militias. It is in her name that law and order are given to the populace and through her it is maintained. She has several temples located throughout Heftstone’s Old city and many of the patrols that move about the region do so in hopes of gaining honor in her eyes.
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Often worshipped by the town guard and militia of Fairedraft and some of his followers lend their hand to the numerous ‘barons’ existing in The Pit.
She has a major shrine upon the Isle of Reeds just up the coast from Fairedraft.
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His worship is most bountiful amongst the working classes. He has shrines in most town squares and his priests move from town to town curing the sick.
Her shrines are at the entrance ways to crypts and graveyards. Her clerics move about the landscape giving last rites to solders and farmers alike.
She is patron of the Blue Order, of which there are numerous shrines in many of the larger settlements. Her followers are, in effect, sacred prostitutes whose embraces is seen as a way of communing directly with Sehanine. The Blue Order is so called because its members wear blue cloth which covers their faces, leaving just the eyes uncovered. This is in striking contrast to the rest of their garments, which leaves little to the imagination. Males and females are found within the order, as are members of the civilized races.
Races
The Player’s Handbook describes briefly each of the playable races. However, it doesn’t offer a lot of “flavor” (thanks Eric). As such, I thought it might be prudent to say a little about each race in order to help players decide which to choose. For the most part, the comments here are meant to add information specific to the campaign setting. Entries may be added to or modified later as players ask questions or I have thoughtful revelations.
Most of the settlements of the region depend upon the might and discipline of those of the Dragonborn race. They make up a good part of Heftstone and Fairedraft militias, town guard and are an essential part of the units that patrol the roads and towns throughout the region. Just as often they are found in the employment of local thugs and roving raiders.
Most Dwarves make there homes in the Rocksheen Mountains. Throughout these mountains there exist various dwarven settlements made up of several kin groups. The mountains have numerous minerals and metals that can be mined and, like smaller towns that exist on the eastern side of the Splintered Crags, usually specialize in crafting them. Dwarves are also common in the larger cities where their crafts are in demand or where their personal motivations have caused them to take up residence.
Eladrin are perhaps the least common of the playable races. At best, most are temporary visitors, even if they stay for several decades. They often come out of the Feywild through rifts occurring in the Creekmire Woods, Glimire forest or, so it is rumored, on the islands floating upon Lake Kullensore.
Unlike other races, much of the Eladrin political structure and culture are experienced within the Feywild. Therefore, it is important for players to understand something of their society there. The Eladrin have organized themselves into two, realm-wide, courts. The Antaran Court embraces the interaction between the Feywild, the Material Plane and their inhabitants. The Relegaran Court wishes to limit or remove the influences that the Material Plane has upon the Feywild and seek to keep non-natives out. This distinction is not one of alignment but rather one of philosophy and perspective.
The choice of allegiance to either court is a conscious decision an Eladrin makes upon reaching the age of adulthood. This initial choice is not made lightly but an Eladrin may decide later in life to switch courts. Furthermore, there are some Eladrin that have chosen not to adhere to either court. Such individuals are viewed with suspicion and contempt by both courts and are often driven from the Feywild.
Unlike their Eladrin kindred, elves live upon the material plane in locations such as the Creekmire Woods or the Glimire Forest and commonly interact and trade with communities outside of these areas. Their settlements often move seasonally and are led by individuals that have gained their peoples’ confidence.
Half-elves are found throughout the region and take on many roles.
There are Halfling conclaves within both Heftstone and Fairedraft. Some small towns have a population made up mostly of Halfling.
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Most Tieflings in the region live within the cities of Heftstone and Fairedraft. Unlike other races, there concerns often center upon the happenings within these city walls.
Classes
The campaign setting allows for all classes found within the Player's Handbook. However, I want to make it clear that the classes will be treated as little more than a game mechanic. I encourage my players to start with a character concept and then pick the mechanics that best fit or flesh out that concept. For instance, a 'warlord' character would never refer to himself in game as a 'warlord' or introduce himself like "Hi! I'm Henry the Warlord, may I have a pint?"

NAVIGATION
Updated:8/21/2008
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