Sunday, April 4, 2021

The Axe Lands Campaign Initial Pitch

 The Axe Lands campaign takes place in the “new world” of my setting. About 30 years ago, the great dwarf king (pendragon) Ozark the 4th of his name commissioned the noble explorer Sir Padrig Hightower to sail west into the unknown seas to find the fabled lands of the lost city of Khad-zuk (which roughly translates to “Golden city of the first born, gold hearth”). Sir Padrig found a large island 4 weeks to the west with looming forested mountains and rolling hills. Setting up a base camp on the southern end of the island at the mouth of a large river delta. Countless brave souls have ventured forth in search of adventure and treasure and the hopes of finding the lost city of Khad-zuk.


Now, after 30 years a bustling colony has been established on the shores of the Axe Lands, with a major port being established at the original landing site. The city of Hightower sits astride the Yondalla river, and is the first sight many adventurers see of this new world. 


Established by the human kingdom of Brythia, most towns in the new world are subject to the crown of Brythia, though not just Brythans are found here. There are folk from Andalusia (Andalusians), Viermark republic (Vierman - they take great offense at being called vermin), and many other parts of the old world. 


Here are the languages spoken and the cultural similarities from 16th century earth:


  • Brythic  (Brythia - England) - this is the common speech of the new world
  • Andalusan (Andalusia - France)
  • Vieric (Viermark Republic - Germany)
  • Khadic (Khazadum - Dwarf)
  • Elkyrik (Elkyrie - Elf lands)
  • Hobbik (Halflings, a mixture of their ancient tongue and Brythic, as their lands are part of Brythia). 


The Axe Lands have no native human populations, though this may change as I continue work on the setting. 


The only change to equipment for now are the addition of Wheellock pistols and long arms. As seen below. Also, coaches are now an additional vehicle type.