ARDENTS OF WAYMOUTH campaign blog!

summary writeups for my table game will now be posted here, under the category “waymouth campaign”.


INTRODUCTION.

In a hidden bay where the Docile Way river meets the tides of the vast Penitent Sea, between gentle hills dotted with farms, at the northeastern edge of the continent Sedessa, lies a bustling metropolis of artisans and sailors; the city of Waymouth. Named for the estuary at its downtown heart, Waymouth is the second-largest city on the continent. Its patron is the goddess Mirua, the Coldmother, benevolent bringer of death. An enormous statue is the tallest thing seen from outside the city walls, the elk-antlered visage of Mirua herself, positioned as a lighthouse along the shore, rising up from an ancient sculpted castle keep. Waymouth is loosely governed by a joint association of the Merchants’ Guild and the Coldmother’s Temple, who keep the peace without declaring ownership over the land. The city has been without war for nearly 200 years.

The land of Sedessa is a northern subarctic continent, dominated by rainforests and marshes. The western third is home to rainshadow deserts and high steppes trapped between razor peaks. The eastern two-thirds is half covered with dense rainforest; most of the rest is high mountain terrain, largely inhospitable. A deep network of caves known as the Hinterward lies beneath the Cassis Mountains, sheltering an ancient civilization which is still recovering from a past of interspecies slavery. East of the Hinterward is a dangerous wetland populated largely by the grung, sapient amphibians with short lifespans who are hunted by the giant watercats after which the region is named. The expansive forest to the south, the Hale Swath, is a land where feyfolk and animals far outnumber humanoids as citizens. It is a place of peace and refuge. The coast just south of the Swath, however, is home to the perpetually warring lizardfolk and yuan-ti. In the middle lies the Scrape, a long shallow bay so named for its impassability to even the smallest ships, at the heart of which is a prospering undersea city. The eastern mountaintops house the isolationist eyries of the aarakocra, while the cold wastes atop the Cassis are home only to goliath, ogres, orcs and trolls. On Tanaraq Island reside the northern goliath and snow elves.

Sedessan cities are cosmopolitan, each home to a dizzying variety of sentient beings living together in close proximity. Certain racial hatreds exist, but for the most part, each kind of life is used to the others. Gender and sexuality varies so much between cultures and species that it is unimportant to most. Planar boundaries are thin here, so in addition to the variety of earthly life, the fey, celestial, infernal, and elemental all pass through with regularity, mostly as tourists. Demons and angels are the ambassadors of chaos and order, rather than good or evil; though antithetical, they share a truce when in the earthbound lands. Because the gods appear in the world and show their influence regularly, religion is not a matter of belief, but of devotion (or lack thereof) to certain gods and associated practices.


PLAYER CHARACTERS

Szark, lizardfolk ranger/barbarian (she/her), accomplished bowhunter (Session 1 – current)
Daelin Greenthumb, halfling druid (he/him, they/them), extraplanar amnesiac (Session 1 – current)
Turnip, companion of Daelin, white wolfdog who apparently used to be an awakened direwolf (Session 1 – current)
Mynah, kenku monk (she/her), survivor of a destroyed monastery (Session 1 – 2)
Lily, sprite wild magic sorcerer (she/her), fey trickster with a mysterious past (Session 3 – current)


MAJOR NPCs

Brynn Heck, redheaded middle-aged gnomish lesbian bartender. could take a break anytime but never seems to.
Feuerstein, ginger-bearded dwarven woman, Grand Artificer of living metals. smokes a lot of weed and wears no shoes.
Audely Fain-Falast, adopted goliath daughter of rich elves, owner of the block, married to Feuerstein, Dae Jia & Buck.
Burgunu, burly orcish dishwasher/waiter/bouncer/whatever. takes breaks whenever his boyfriend comes in.
Fanil Fessur, aforementioned boyfriend. dark-skinned human from Delse. very small. straight black hair in a pompadour.
Veil, goblin rogue with impeccable goth fashion. one of Audely’s retainers, handles subtle matters and security.
Ellie-Emma, kobold seamstress and designer, another of Audely’s retainers, who handles business and house matters.
Sis, young kenku who serves as Audely’s personal valet. speaks in Veil’s voice, sounds like a text-to-speech program.
Artina Lute Eye, anxious autistic tabaxi who runs the High Heart Riders Livery & Post. small, ocelot coat, blue eyes.
Dae Jia Hahn, absentee owner of High Heart Riders, wild elfling, most recent of the four wives who own the block together.
Buck, halfling barbarian, mercenary veteran, wife of Audely from before they met Feuerstein and Dae Jia.
Senza Sordino, human violinist, Audely’s old school friend, performs with her weekly at the tavern. blonde sidebraid.
Fee Annandell, level 0 paladin-in-training, naive rich kid, bad stats, knows one spell, hates herself, lots of gold.
Sauce, a very good horse who’s had a shitty couple of days so far.
Sanator Peat Hennessey, lightfoot halfling cleric of Sanator, runs a healing kiosk next door. gay & stressed.
Sona Melkin, lightfoot halfling rogue, petty robber and general neighborhood shithead.


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