Sunday, 8 June 2014

We Started From the Bottom - Part One

Starting off your adventure is often the most challenging part of a DM's job; and its all too easy to just go, "Ok so you guys know each other and have been travelling for about a week now. You're all chilling in the inn when a guy walks up to you." BORING. This is simply bad story telling and leaves a lot of questions unanswered. All it does is leave the players thinking, "why are we travelling together?" "where are we going? how did we meet?" Or even worse "why is my wandering paladin travelling with this dark cleric?" These questions can be talked out over the first half hour of sitting around in the inn, but that doesn't throw the players into the story like you (and they) want. So thinking about what people want from a first session begs one question. Why is starting off a story so hard? The answer? Because none knows who they are yet. Sure, your players may have a four page back story written up and have images of there epic warrior who could fell a dragon in one swing, but whoever the player thinks they are going to be doesn't mean that's how they will play within the group. Before we get into how to plan your first session lets start thinking like a DM and ask the important questions you should be thinking about answering.

As The DM
As the DM you have to be careful about what your first session focuses on. Even if your starting the party with level 20 veteran characters session one should never be about introducing a big bad threat to the land. It should be about one thing, exploration. When planning ask yourself the following questions:

1. Where Are The Players Going And Why? 
It only poses questions to simply say "You have been travelling together" so give them details; tell them where they met, where there going and why they decided to travel together. If there characters who's alignments normally wouldn't mix then push the group together, telling them the reason there a group is because there have been trolls roaming nearby and there's safety in numbers. Another good question is where are they headed towards and why are they going? Keep this simple. Each of your players want something in the next town over but the path is dangerous or they have been charged with protecting a cart and its stopped off for a few days in this town. Regardless of what you decide it should always leave your players having a goal - no matter how off the rails they go in session one.

2. How Does The Party Interact With The World?
Every party is different. The way they will play will always be changing with both the way the players are and the classes that form the group. If you give the party a quest to help a local farmer run some goblins from his lands, some party's will simply kill the goblins. Some will research and try and maybe sneak in the goblins camp. Others will think the job is below them and some might just kill the farmer and try to tame the goblins. As a DM, its your job to work out likely ways your party will interact with the world. There's no point writing a dungeon crawl to recover a family heirloom when the party would rather just kill the guy and loot his house. Session one is all about learning how the party will act and how to write a story that will both play to there strengths and challenge there weaknesses, stopping every session from being: kill monster X, find Item Y. A DM that can masters their players style will always make the most fun quests.

3. How Does The Party Interact With Each Other?
Like I said, every party is different and its your job to know just how different. But the way they hack and slash through the enemies you put before them isn't the most important part of your games, especially in your first session. In session one players will make jokes about each other, dick around and experiment with there abilities. Though not immediately useful to you as a DM, after session one the bonds and grudges they form will be a valuable tool to play on later in your story.  It will also allow you to steer the story in ways your party are more likely to enjoy, as it may fulfil a need or goal shared between several members of the group. In session one there is one thing you need to do in regards to this, just listen. Introduce the situation, then shut up and listen until the players stop talking. Taking notes on player interactions is also useful. Even now over a year into my campaign, my players still talk about things that happened in session one that began to define who they are.

4. What Do You Want The Party To Leave the Session Thinking?
This is something you should think about when planning anything but with session one, its more important than ever. You want the players to feel cool. This isn't about challenging them and giving them gripping, compelling story lines, its about getting them comfortable in there characters skin; killing something; getting some loot and leaving the session thinking "Woah my character is so cool! I can't wait to see what happens next week!" If you can accomplish that, they you have done your job well.




As The Players
Now think about your players and more importantly, what does a player think is going to happen when they come to session one? Lets have a look at what players expect and why its important to give them what they want.

1. Whos This Guy?
So our party has met. It's had its giggles and diggs, now its time to get down to business - the quest. As the DM, it's time for one of your most important tools, the Quest Giver, He/She/It will give the party their first quest and that quest should always follow these rules; It should be short, simple, rewarding, important to someone and the party should never be alone in the quest. So lets look at these.
Why should it be simple and short? The answer is, you want it to be over by the end of the session. Don't send the party down into a trap-filled dungeon and don't have them do a tone of searching for a missing boy who no one seems to know anything about. Keep is short, sweet and to the point.
Why should it be rewarding and important to sum one? Well to put it simply, its an incentive. It stops your players from saying "There may be fish men coming out of your well but why is it my problem?" Give them a reason to want to undergo the challenge and more than just material gain. Tell them about the man's youngest daughter who was dragged down the well and how desperate he is for her return. This brings some reality to the story. Had the Quest giver simply gone "The fishmen came up the well, stole some stuff and ran away." The party isn't compelled to complete the quest. Were that me I'd tell the man to get over it, and seal the well over for a bit. But with the image of that lost little girl down there afraid, cold and missing her daddy its hard for the party to say no. The players should always leave session one knowing they have made someones life better.
Finally, why should the party never be alone? Well, when I say never alone, I don't mean have the NPC follow them all the way to the monsters lair, but that they should have someone to talk to.There should be information to be gathered if they look for it or someone to give them a hint if they get lost. This leaves the party always thinking what to try next, not stuck not knowing what to do.


2. What Can I Kill?
A lot of players come to the session with images of slaying a troll and mounting its head on their wall or sending waves of fire soaring across a field of Goblins . Why not? They're heroes after all. Your first session should have one fight and only one fight (presuming your playing for around 2-3 hours). Why is this important? Well firstly it will teach your players how to fight and what their bonuses and damages are. For spell casters it might teach them just what a spell does and for a thief they might learn not to run right up to the ogre. Fight one is the time to make mistakes and learn the rules but more importantly its time to make them feel awesome. They should leave the fight feeling like they can take on the world. Think about tutorials in computer games. Ever wondered why the mini boss at the end of the level is so big when he's so easy to kill? Simple, because killing it makes you feel awesome. This is exactly what you want to do with your first fight.
Choosing the enemy and how you introduce it is also very important. The party should know a lot about what there up against. They should know what to expect of the creature and with more research where to find it and what its weaknesses are. Things like Ogres are great for this. They are common place in most terrains, they're dumb and they're Huge. Taking down one of these shouldn't be too challenging for even a lv1 party and will make them feel great. My party even made there own quest to sell the beasts head. Make sure to be extremely descriptive during the first fight, no "ok roll to hit, Ok now D6 damage" BAD DM! BAD! Tell the player, look into there eyes and explain how their sword sings as it cleaves through the air and into the beasts hide then the satisfying crunch and groan as it draws its final breath. All of this builds to the atmosphere of the fight and all you are trying to do is make them feel powerful.  Remember rule one of the first fight. Make it big, make it scary, keep it simple and make it awesome.

3. Wheres the Loot?
So They killed the big bad monster with a few cuts and bruises to show for it. They're feeling like the kings of the world. So is it time to spring the trap, take away their sense of victory and drink their sweet sweet tears? No. This is session one its time to reward them and the only way to make them feel even more awesome after killing the big boss monster is for them to loot his lair (and or pants). Give them loot, not too much but enough to make them feel special. Semi precious gems are great for this. it gives the players something nice and shiny and they will be left thinking "How much is this thing even worth?!" and  "Oh my god we're rich!" Sticking in a small magical item is also great and will be very useful later on teaching the party about item identification, as well as how magic items work within your world. Be careful though! There is no point giving the lv1 party a +10 longsword and a billion gold. Yes it will make them feel awesome but it will make future finds less meaningful. Give them something mysterious, give them something to spend and the players will leave satisfied.

4. Whats Next?
With the quest completed, foe overcome and loot discovered, its time for the session to end. Remember at the beginning we asked the question "Where are they going?" Well that's where session two will be headed and that's all the party should know. They leave session one thinking back on their experience, their funny mistakes and that epic final blow. They're also left curious at what this magic item does and how much these gemstones are worth. They are left fantasising about where they go from here, about what lies ahead of them and they know they are more than capable of taking on the world.


Stick to these ideals and no mater what system or setting you play in, you will have an amazing first session. Next time I'm going to be analysing my first session with the group and about how the things I planned followed a lot of the rules outlined above.

Here are the links to my first session with the group. I was still working out the rules set and I make the Newb Dm mistake of calling the characters by player names, but we all have to start somewhere.

Part 1
Part 2

Don't forget to check out my commissions page HERE. See you all next time.


Monday, 2 June 2014

The Song of Russ

Hi Everyone, travelling to Cloud Tearers mountain was the first real challenge for our characters. but what of the history of this frozen mountain? all is explained in the Song of Russ

THE SONG OF RUSS
Long Before the age of man,
where the peaks do tare on thru the clouds
the frozen wastes did howl and sneer
and cover all with pallid Shrouds,
but one brave blade with flesh of Green
he claimed the mountain for his own

and brought with him thru stone and steel
a fortress they did call their home.

krakvald spoke within their tongue
Meaning mountain brought to rest
they came in droves of ten and twelve
and all were welcomed to his breast.
a chieftain known as strong and bold
Malbog Russ, His name they called
In reverence of his mighty hold.
its bulwark high and commons walled.


but only those of Malbog's kin
did see the keep with favoured praise
for atop the peak and deep within
slept a beast who grew with frozen ragea roar of cold that chilled the hearts came from the summit top
on wings of white, with vicious bite it drew itself aloft
down the valleys did he call,
spreading glints of crimson death                                                           

and one by one the orcs did fall
there screams a final breath
the dragon ancient fierce and vast
its talons keen and Curved
left bodies lying in the snow
but krakvald left preserved

thru spell and spite they fought the drake
for blade and hue had no avail
and strength of arm it mattered not

for their foe was dressed in perfect scale



But Russ was gifted with a Spear 
from ages long  in timeand with it he did cleave the beast 
with blade of spell and bind

so back atop the mountain high
did the dragon flee in repose
and with his scorn looked down below
until he fell to lasting doze

for many years the orcs did live
in piece beneath the mountain loft
but soon the ground began to quake
the dragon squinted down and scoffed

A titan Built of Ice and Spell
came crashing thru the mountain side
the people knew their cause was lost
the gates were barred the orcs did hide.
Urguard then the foe was named
and death was all left in its wake                                                              

the chieftain once again stood up
and planned that he would meet the drake.

By cover of the icy storm
Russ did climb the crags and peaks
Till high above the titans gaze
the dragons lair the chief did seek.

awoke the beast did  claw and writhe
protecting all he hoards so dear
but instead of fight and slash and stab
Russ smiled and then lay down his spear  

the drake curious at the orc so bold
did spare him icy breath
and a deal was made between orc and beast
to source the titans death.

but the gambit made was one of trust
for the stone inside the spear a gift
for everlasting life it gave
and this would be a final wish.



so too the dragon gave a part     
his crest hued down to a horn              
t
o bellow in a time of need
and so he answers to the call.

so down Russ went his life not long
and stood beneath the titans sight
He pursed the Siren to his lips
in hopes the drake would end his plight

Russ was broken, features torn
by the time the dragon came   

Urguard fallen in the snow 
and left as nothing but a name

and so the dragon saw the end
of an orc so stout and brave
and left his people down below
for all his debts were paid





Thanks for reading. cya nextime. 

Thursday, 29 May 2014

Time Line of Episode 1-50

Hello Everyone. Well 50 Episodes now up on YouTube so I found myself thinking back over the Campaign so far. Lots of Epic Battles, Confounding Puzzles and Bumbling Banter already, and much more to come. Below is a Time line of our Heroes story from when they met to where they are at the end of Episode 50. Its amazing to see how much these characters have developed and I cant wait to see how they change in the future. Hope you enjoy the Time line, please note that if you haven't listened to all the episodes yet there will be some small spoilers below. oh and make sure you stick around for Episode 51 the ending is one of my favourites.

Day 1- Giddeon and Lyra meet in Sultz

Day 4- Giddeon and Lyra arrive in Klumpwood and our adventure begins

Day 7- Giddeon and Lyra visit Purethorn forest heal the giant owl moon and return the forest spirits flute. Lyra Gets Purethorns Dagger.

Day 9- Our heroes get to Upton fields,  find the city evacuated and meet Ulfberth and Brommel

Day 12- the Gates of Upton Fields open, our heroes meet Kerub the Wise, lyra saves Prince Dave, Giddeon acquires the "Cloak of Float"

Day 13- Kerub charges the party to collect a package from the orcs of krakvald. the party has its first encounter with Tobias Valmont and Fishbob becomes Armadillobob

Day 14- The party arrive at Wintershard Plateau via cullis gate to find the orks under attack from jhotun, party Meets Marak and Iga dies


Day 15- the party saves Chieftain Banuk-Russ and learn about the dark elf who has awoken the ice titan Urgard and the dragon they can call for help.

Day 16- the party Ascends Cloud Tearer Mountain via the frozen tunnels. Lumi is Discovered.

Day 17- the party gets to the nest of Khalrunir atop the mountain and are gifted with the Horn of Russ.

Day 18- The party leads the battle of Wintershard ending in victory after the noble sacrifice of many orks. Khalrunir comes to the parties aid, Urgurd falls to lyras hand and it is discovered that the dark elf Lord Cypher is really lyras father and is after the pieces of the highborn crown.

Day 19- Krakvald Rejoices.  the party get tattoos. Giddeon faints. lyra gets Grimlocks bow, Giddeon gets The Stalwart Robes

Day 20- the party returns to Upton fields, meet Duke Rascus, learn why the city had been evacuated and are tasked with retrieving the other four pieces of the crown and learn the next piece is on the Ashen isle.

Day 21- The Party Meet Grumbug wartroll mercanary and Sister Hannah of Asola then Blow up Karaks Quality Steel for Ulfberth.

Day 22- The party test out Grumbugs Skills by Slaying a Pterodactyl, Lyra acquires Nighthawks Armour. The shield Guardian (now known as titus) is sold in the auction.

Day 23- The party acquire Titus the Shield Guardian. Brommal is Kidnapped the party rescue him with Grumbug's help. Tobias Escapes. chase the ace is closed down. Armadillobob Becomes Otterbob

Day 24- Giddeon, Lyra, Grumbug, Sister Hannah, Lumi and Otterbob. leave for Greencoast. to meet with a ship called The Adventure.

Day 27- Party arrives at Greencoast Meets with the Crew of The Adventure, lyra has a terrible nightmare

Day 30- the party sails the eternal sea gets attacked by crabs, pirates, seaminds and a hydra.

Day 33- the party arrives on the Ashen Isle and meets Terasalon lord of the elves who tells them his piece of the crown is lost to the sea.

Day 34- the Adventure is Sunken by a Leviathan. the party battles thru the beast and Grumbug is consumed by a giant worm until Giddeon saves him.

Day 35- the party continue to fight thru the leviathan, they stab the heart and escape in a dwarven submarine which they crash into the sunken island shortly after.

Day 36- the party search the sunken isle finding spirits and demons lying in wait. they cannot sleep due to an ill feeling in there gut until they find sanctuary in a small chapel.

Day 38- Giddeon almost Burns in the Pheonix nest "the cloak of float" burns away revealing itself as a monster, Titus' command ring is destroyed.

Day 39- the party enter the archive. Lyra gains the Phial of Eternity. Giddeon gains the Staff of the Omnimental. Lord Cypher is fought in the archive and is defeated dropping a piece of the crown before escaping. the sunken city begins to rise crumbling around the party. Lyras mothers spirit appears to guide her to the exit and tells her to find her resting place.

Day 40- the party return to the Ashen Isle and meet with Terasalon. Sister Hannah decides to stay on the island. the party return across the ocean on the back of a gryphon.  

Day 41- the Party Is gifted a house by Kerub they learn about the Eye of Morkai go, shopping learn of the Upton Arena Opening Tournament and enters as a Team of Giddeon, Lyra and Grumbug.



Hope you enjoyed this, its odd to see over a month of in game play and a year of real life play summarised to one document but I'm proud in my players and to anyone who watches to have stuck with it this far. Thank you if you are one of our followers on YouTube as it brings me a lot of joy knowing that you guys enjoy the content we create and i encourage you all to comment and give me some feedback on the episodes.


                                                        ..........Sampson NOOO!!!
                                                                        - Mr Pidge 


Monday, 26 May 2014

A Little Bit of Location Lore


Hello Again, As the first real post I thought it would be nice and simple to show you how I keep track of the locations around the map that players may visit without having to write a whole scenario for every eventuality. I like to keep it short and sweet writing a short blurb about the history of each town and some small facts about it, basically what the players characters would have heard from rumour and local law. below is a list of all currently named towns, forts and notable locations that are on the map of Valen and the information about each. Hope you enjoy.


NEVER REACH, Port Town, Average Population: 3000-5000 Dominant Race: Elves and Dragonkin
Never Reach got its name as it was the last Hardest place in Valen for Humans to access some said it would never be reached. The port city is primarily made of stone houses that crescent around a large dock. Is is the only dock that can take you to the elven island across the waters.

THE LOST CITY, Huge City, Average Population: Unknown, Dominant Race: Unknown
The lost City was once a Vast complex City Deep within the jungle. Long before the Reign of Archon. It is said that the wizards who lived there brought Magic to Valen but the Members of the Arcane academy disagree. Little is known of the Lost City these days, the jungle has taken over most of it and a race of mysterious Serpent Men have taken hold. Every Year Hundreds of Aspiring Heroes go in search of the Treasure within the lost City. But few ever Return.

AZURE KEEP, Medium Keep, Average Population: 200-500 Dominant Race: Human
Azure Keep stands at the edge of a vast jungle and is on constant alert awaiting the call to fight back the monsters that live within the jungle and stop them entering the civilised world. The keep itself is a large Stone Castle centred within a long wall. The solders within specialise in fighting on horseback and often get there horses from the nearby town of Clydesdale.

HAMMONS PASS  Small Town, Average Population: 300-400 Dominant Race: Elves and Humans
Named after the explorer that blazed the trail towards Never Reach Hammons pass is a small town built into the side of the valley between the black peaks and the Vast Jungle. Their main trade is the mining Coal and other rarer minerals from the Black Peaks.

EVERTIDE Small Town, Average Population: 100-200  Dominant Race: Human
A small Town in the Centre of a Lake. Formerly Renown for producing Exceptional Water Wizards but now just acts as a rest for travellers heading towards Never Reach. (also the Birthplace of Giddeon Morningwood)
 
CLYDESDALE Medium Town,  Average Population: 1000-2000 Dominant Race: Human
A Decently Sized human town in the Centre of a Vast moor. Primarily known for its Breeding of Clydesdale Horses and the temple of Epon (the god of Steeds) that stands in the Centre of the town.

ZALDERAN Dwarven Hold, Average Population: 5000-6000 Dominant Race: Solely Dwarves
A vast Dwarven hold built into the EastFang Mountains mostly known for their ability to Tame and Trade in the many wild animals that call the East Fang Peaks their homes.

ZALD COVE  Port Town , Average Population: 1000-2000 Dominant Race: Human and Dwarves
A dwarven Port used by the citizens of Zalderan for trade. The Huge Dwarven Air Ships that Harbour here will even brave the Eastern Oceans.

CRIMSON GATE Fortified Town, Average Population: 1000-2000 Dominant Race: Dragonkin and Humans
A small town that marks the end of “Civilisation” with a huge pair of Red stone gates hue'd from past of the Red Mountains by Dwarven Smiths. In ages past these gates remained constantly closed and the town was under military control in order to keep the Dragons of the Red Desert from Crossing the Boarders. These days the Crimson Gates are more of a Tourists attraction and Many Dragonkin visit here. Just to the north of Crimson Gate is the Tower of Mera (god of fire)

KALWEETH Major City, Average Population: 10,000-20,000 Dominant Race: Diverse
the Northern most Major City in Valen, Kalweeth is ruled over by Lady Sarena Kalweeth. The city boasts the biggest Variety of  citizens being right between the Red Desert of the Dragonkin the Northern Wastes of the Orcs and open to the Rest of the “civilised” world. Kalweeth has a large army that holds up in the Barracks to the north built into the Frost Jaw Mountains. Kalweeths military prowess is necessary as the City is not only closes to the Wilds and but  also rests on the edge of the Dymere Swamps and constantly falls under attack from rouge Creatures. Many lords refer to Kalweeth as the First Gate as any monster that comes from the north or west must first take on the might of Kalweeth.

HAYSTON Small Town,  Average Population: 500-800 Dominant Race: Humans
Hayston is a small town mostly used as a way point when travelling from the southern docks to Kalweeth and Donvar. The buildings are mostly one story wood with thatched roofs. Being on the road and at least 3 days ride away from any major town Hayston is known for being the most Regularly Raided Town in all of Valen. Because of this the Average life Expectancy of those that live there is 25.

SULTZ  Small Town,  Average Population: 800-1000 Dominant Race: Humans
Sultz is a small town situated between 2 small forests they are known for their harvest of the Magical Fruit known as Rotten Berries that live in the nearby forests. Tho they smell like Rotten Flesh these amazing berries can give the eater amazing and sometimes rather odd abilities. It is said that the berries get there unusual properties from the tomb of a wizard born in Sultz and buried in the nearby woods. 

QUAGMIRE  Large Town,  Average Population: 5000-8000 Dominant Race: Humans
Quagmire is a Decently Sized town on the Edge of a Swamp.  They are partly known for the vast quantities of fish they drain from the Swamp but they are better known for the amount of shady characters the town Attracts.


FELLWOOD Small Town,  Average Population: 300-500 Dominant Race: Humans
Fellwood is a small wood cutter town planted between Donvar and Kalweeth. The forest next to Fellwood is known for the Trees unnatural growth. Once a tree is fell it will grow back to full size within a month. Because of this Fellwood has a huge Trade of Raw Wood and exports all over Valen.

DONVAR Major City, Average Population: 20,000-30,000 Dominant Race: Diverse
Donvar is one of the Major Citys in Valen and is by far the largest. Led by Lord Marrius Excavo Donvar is the Trade Capital of Valen importing everything you can think of from the neighbouring lands. Because of this wealth of trade Donvar is constantly cramped and crowded with so many tradesman lining the streets its it impossible to find anything, but Its said that there’s nothing you can’t find in Donvar if you ask the right questions.

WHITE LAKE Medium Town, Average Population: 3000-4000 Dominant Race: Humans
White Lake is a town that wraps around a huge lake. The town took decades to colonise as the Fishmen who lived within the lake would not tolerate the human settlers. After years of trying White Lake is now a full blown town as the fishmen have mysteriously vanished.

KLUMPWOOD Small Town, Average Population: 200-500 Dominant Race: Humans
Klumpwood is nothing more than a vastly spread out group of houses within a mass of farmland. There is little to say about those that live there. (but is a great place to start an adventure)

GREENCOAST Port Town , Average Population: 600-800 Dominant Race: Humans
Green Coast is a port town primarily used by traders heading to or From upton fields. The town has a quaint charm but it little more than a small dock and a fishmarket.

UPTON FIELDS Major City, Average Population: 10,000-20,000 Dominant Race: Diverse
Upton Fields is one of the Major Citys of Valen. Ruled over by Duke Alister Rascus, Upton Fields boasts amazing architecture as the city is set out in concentric circles with the Dukes palace in the Centre. Far away from the Citys in the north Upton fields is the Central hub for half of the “civilised” world.

RIVER VIEW  Small Town,  Average Population: 800-1000 Dominant Race: Humans
River View is a small town built alongside  the river. It is mostly known for the huge clock tower that lies in the towns centre, the vast waterwheel that powers it and the Mysterious Man who lives up there.

STUNT Medium Town, Average Population: 3000-4000 Dominant Race: Soley Gnomes
Stunt is an Odd town south east of Donvar. The Residents are entirely Gnomes and due to this the Houses are all extremely small. Stunt is often Mocked by the humans that live around but for a gnome is is a safe haven from the Sizeism of the outside world. 

GEMINI Twin City, 20.000-30,000 Dominant Race: Mixed
Gemini Used to be  called Valish and was the Main City in Valen. Valish was Ruled by the Great king Nastor Valish. But with the kings Death the rule of the city fell to his twin Sons. The Sons could not agree upon who was the rightful successor and fought over it for many years. with no reconciliation between the siblings the city was divided and each Brother would rule over half of the City. And so Valish became the city of Gemini.

KRAKVALD Fortress, Average Population: 500-1000 Dominant Race: Solely Orks
Krakvald is the northern most point in Valen that is inhabited. At the base of the Cloud Tearer Mountain sits Krakvald a huge stone fortress of the Orks. Here the Orks spend their time in the “old ways” venturing into the mountain in search of guts and glory.

BALEROK Small Town, Average Population: 50-100 Dominant Race: Mixed
Balerok is an extremely small town at the top of the Rune Peak Mountain. The town consists of no more than twenty buildings and high above it floats the Arcane academy. No one goes to Balerock unless there are Seeking entry to the Academy and because of this the town is usually full of spell casters.

NUK HOLLOW Small Town, Average Population: 500-1000 Dominant Race: Humans
Nuk Hollow is a small town just south of Upton Fields. It is said to be the most boring place in all of Valen as after centuries never has anyone even attempted to attack Nuk Hollow. The locals regard this as a blessing over the town.

PRINCES WATCH Keep, Average Population: 200-500 Dominant Race: Humans
Princes Watch is a Barracks between Gemini and Karvelis. It is regarded as one of the biggest barracks in Valen but isn’t very well defended mostly being a military camp around a single large watchtower. The Keep is named after Prince Kaster who famously stood atop the tower for three days and nights awaiting the attack from Troll Bridge.

TROLL BRIDGE Small Town, Average Population: 200-500 Dominant Race: Humans
Unsurprisingly Troll Bridge is named after a Troll and a Bridge. the large bridge that sits in the Centre of town is famously known as where prince kaster struck down the giant trolls that came down from the Rune Peak Mountain and was slain by prince Kaster. Once a year Trolls Flock from all around to the Bridge but it remains a mystery as to why.

VANDUS Small Town, Average Population: 1000-2000 Dominant Race: Humans
Vandus is a quaint town on the edge of the Rulik forest. almost solely inhabited by hunters who venture into the enchanted wood in search of hide and glory many of its locals are avid followers of Artemis god of the hunt. (Birthplace of Darton Zield) 

NALL Medium Town, Average Population: 1000-2000 Dominant Race: Humans and Orks
Nall is regarded as a Unique town as it is equally populated by both orks and Humans. The town is far out of the way to the north east but those who live there often travel to Karvelis to trade.  Nall is often attacked by Wyverns from the neerbye mountains to counter this the locals built a tower known as Wyvern Watch in the Centre of the town that houses a marvel or orkish ingenuity, The Red Bow

KARVELIS Major City, Average Population: 20,000-30,000 Dominant Race: Mixed
Karvelis is a Major city in the north east. It is ruled over by lady Madaline Ophelia a powerful Priestess. Karvelis does not have a Citadel like the other Major Citys and is instead home to the Divine Spire. The biggest chapel in all of Valen. Clerics and Paladins Flock to Karvelis in their thousands to worship at the Divine Spire. Karvelis is also known as the city of knowledge as many clerics and scholars have set up shops and libraries within the city. It is in the Vaults of the Devine Spire that the tombs of kings lay.

EASTGATE Medium Town, Average Population: 1000-2000 Dominant Race: Dragonkin and Humans
Eastgate marks the edge of the “civilised” world and the edge of the four lords power. Not actually a gate at all the town is an odd hybrid of “civilised” world architecture and Dragonrelm iconography. Many Dragonkin stop here on a pilgrimage to Dah-Sa-Ran’s Nest.

TRIWATERS Small Town, Average Population: 800-1000 Dominant Race: Humans and Dwarves
Tri waters is an odd little town in the shadow of the Gray Mountains. Often home to many dwarves who have left Landran and join the “civilised” world. the Main Trade of Triwaters are Gemstones from the vast Water filled Caves that scatter the insides of the Gray Mountains.

LANDRAN Dwarven Hold, Average Population: 4000-5000 Dominant Race: Solely Dwarves
Landran a great Dwarven hold buried deep within the Gray Mountains. Landran boasts some of the finest smiths in Valen but is constantly under Attack From the Goblins that fill the tunnels of the Gray Mountains. (Birthplace of Gundrick Ironhide) 

CRUX Medium Town, Average Population: 2000-3000 Dominant Race: Dragon kin and Humans
Crux is a Town Similar to Eastgate it marks the begging of the Dragonrelm. The people of Crux are mostly Farmers. But every year hundreds of bards flock to Crux for an story telling Fair.

SHADOWS REST Small Town, Average Population: 200-300 Dominant Race: Dwarves and Humans
Shadows Rest is small town hidden away under the shadow of the Gray Mountains. The people who live there make their living mining minerals from the Grey mountains and exporting them to both the DragonRelm and the “Civilised” World.

BASTION Keep,  Average Population: 500-800 Dominant Race: Humans
Bastion is a Fortress along the south Coast placed to protect the “Civilised” world from the monsters of the eternal sea or anything that comes from the Crystal Isle. It is also where Upton Fields army is situated should it be needed.

THE CORRUPTION, Huge City, Average Population: Unknown Dominant Race: Unknown
To set foot within the corruption is to declare ones self a dead man.

NIESH  Small Town, Average Population: 200-300 Dominant Race Human
Niesh is a small town just above Upton Fields used as a hub for the local farmers to sell their wares and "bring them the market" with the forest beside it lies a shrine to Bounty the god of the harvest.

CLAYRAN Dwarven Hold, Average Population: 6000-7000 Dominant Race: Mixed, mostly dwarves. elves excluded.
Clayran is home to the northern dwarves. unlike their southern brother the dwarves of the north are extremely welcoming of visitors who bring much welcomed trade. deep below Clayran lies the tomb of lord Dalthford a great dwarven lord who fell protecting the hold against drow raiders.

BOLSTER Keep, Average Population: 800-1200 Dominant Race: Humans
Bolster is a huge keep backed into the frost jaw mountains it holds the might of the army of kalweeth that is often deployed into the badlands to protect the civilised world

These are the names of some other locations currently on the map but are yet to be fleshed out.
FROSTGATE- the entrance to the frozen north

PITH - the lost frozen city
MUCRO - town built into the walls of the frost peak mountains
DUR - crystal mining town
ICE BOUND - city atop a melting lake
BOREAL WATER - frozen northern docks
NION - tiny town near Cloud Tearer Mountain built to research magical phenomenon in the north
ZOND - the eastern city in the sand
SANDI - the western city in the sand


Sorry this is a lot to read but i hope you found it interesting and its just the simplest way to get a feel for the area the players are about to enter as well as giving you (as a Dungeon Master) some ideas for what could be going on in this place. for example, River View has rumours of a mysterious man living in a tower but none knows who he is? hmm hard for players to just ignore that one. Anyway thanks for reading see you all soon.


                                                    Never Buy a Cloak from a Stranger..

                                                                        -Mr Pidge

Welcome To Valen

Hello Everyone. My Name is Mike better known as Mr Pidge and the Creator of DnD apidged from GREATJOJOMAN's YouTube channel. I have recently found myself writing a lot of history to the world of Valen in wich DnD apidged is set and it is a shame that no one (including my players) really gets to see just how fleshed out the lore and history of this world is becoming. Therefore I have decide to post these little snippets of lore as well as some interesting statistics about our games to this blog. I hope you will enjoy these short stories, fun facts and interesting statistics about the world of Valen and the array of characters that inhabit it.

Below is a work in progress map of Valen I will post more updates as it develops.
Also Here are the Links to some other things I hope you will enjoy.

Dnd Apidged Ep1
Dnd Apidged latest Episode
TheGreatjojoman 
Our Other (temporary on hold) Campaign
Mr Pidges Conversions and Commissions




                               May you Always roll a 20....unless its a willpower check                                                                                                                           - Mr Pidge