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The campaing I did.

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 Bear
(@bjorn)
Member Admin
Joined: 2 years ago
Posts: 4
Topic starter   [#2]

The Rise and Ruin of Rulic’Sha’s Keep

A Chronicle for Future Adventurers of Lerdunia ⚔️**

What follows is the tale of our campaign—our players’ ascent, their triumphs, their ruin, their rebirth—and the ever-shifting fate of Rulic’Sha’s Keep. If you use this scenario or draw from it, may your own table taste the same fire we did.

 

The Inner Sanctum and the Duel of Crowns

After seasons of blood and wandering, the heroes finally reached Rulic’Sha’s Inner Sanctum, the oldest heart of the Keep—stone veined with ancient runes, air heavy with power. There, the ageless warden Rulic’Sha declared:

“One among you may rise as ruler of all.”

Two among the party—ambitious, desperate, hungry for destiny—stepped forward.
The others became witnesses.
The duel was merciless.

Steel clashed. Wards shattered.
In the end, the warrior stood victorious, crowned in sweat and blood.
The first King of the Mistlands.

But the coronation was short-lived.

The Mages of Sandem Strike

Word of the fallen mage from Sandem spread like poison. Their wrath followed quickly.

A storm of spells and summoned horrors assaulted the Keep.
The new king and his followers were driven screaming into the Mistlands, hunted in their own domain.
The Sandem arcanists, now amassing a following of fear-bound peasants and renegades, attempted to breach the Inner Sanctum.

They failed.
Yet the Keep was stained.
And the Mistlands bled.

 

Rebellion in a Dying Land

Exiles, fugitives, and warriors with nowhere left to go began to rally behind the fleeing heroes.

Meredian Inquisitors thirsting for order.
Zarian zealots seeking holy conquest.
Vembrian wanderers who had lost their homeland.

Together, they forged rebellion in the ashes.

But battle after battle saw them broken.
Regiment after regiment fell.
It seemed all hope was lost—until fate shifted.

 

The Empress Intervenes

Without warning, as the Sandem mages tightened their grip, the banners of Meredia rose on the horizon.

Agents of the Empress arrived.
Zarian war-hosts followed in thunderous numbers.

Siege engines groaned.
The assaults lasted days.

In the end, the Sandem mages were annihilated, their spells torn apart by faith, steel, and imperial fury.
The Keep was reclaimed—reborn—and once more the King was crowned beneath the sanctum’s glow.

He married another of the players, tying the Mistlands to the wealthy Wechtarian Trade Guilds, forging an age of prosperity.

For a few years… peace held.

 

The Lions Rise and War Returns

Then came Lerdunia’s call.

A rebellion stirred, and the heroes were sent to a grand tourney to expose traitorous bannermen. For days they observed, questioned, and maneuvered.

Until they discovered the truth:

The Lion had risen.

The tourney erupted into chaos.
The banners of rebellion unfurled.
The heroes fled toward the Mistlands as war ignited behind them.

The King and his Zarian bodyguard stood as the last shield.
They fought to the final heartbeat.
Not one survived.

The cost bought only escape.
And Lerdunia burned.

 

Cults Beneath Wayland and the Daughter of Opa

In the Wayland Highlands, the heroes unearthed a rising cult—driving it out, only to find its tendrils deeper and darker than imagined.

Rulic’Sha then sent them to negotiate with the Wechtarian trade union. Instead, beneath the caravans and vaults, they uncovered a sarcophagus of Yord, daughter of the goddess Opa.

When the cultists returned, now allied with swarms of Bytelings, the plains shook with slaughter.
Wechtarians died in droves.
The sarcophagus shuddered.

And when desperation reached its peak, the cult sacrificed their own to the Other Goddess Sahewl Gohoth—She of Ruin, Hunger, and Unmaking.

The heroes chanted the ancient rites.
The sarcophagus burst.
Yord ascended, wings ablaze, sword a comet of fire.

Yet she was losing.

Lightning split the sky.

Rulic’Sha appeared, cast down the Spear of Opa, and Yord seized it.
With one divine strike she wounded Sahewl Gohoth herself.

The Other recoiled.
The darkness fled.

Yord took her place beside Rulic’Sha in the Inner Sanctum—another celestial guardian of the Keep.

 

The Plague and Their Failure

A year later, the heroes were sent to a plague-stricken village.

They failed.

Through their mistakes, the one ally they had there became a servant of Naxrath, Other of sickness and decay.
What they birthed in that village would haunt the world for years.

 

The Artifact of Time

At last, they sought the Artifact of Time deep beneath drowned Lyria.
The city swallowed them.
Some were lost forever.

When at last they reached the relic, their old plague-ridden ally stood before them—twisted, undead-blessed, clutching at the artifact.

The heroes touched it first.

And time shattered.

They were hurled one hundred years, into the future—steam rifles, zeppelins, automata, and the Meredian-joined Mistlands.

When the Emperor-King demanded their identities…

When he scoffed, for these figures were only legends…

The gates of the Inner Sanctum opened.

Rulic’Sha stood waiting.
Yord at his side.

He smiled.

“Took you long enough.”

And that is where our campaign paused.

 

What This Saga Meant to Us

Every player watched the Keep rise from ruin to glory. We saw old heroes become statues in the Hall of Champions. The group watched choices shape nations and gods. We played through triumph, sacrifice, tears, horror, and glory.

And I write this scenario with the hope that future groups will feel the same fire—that they too will leave their mark on the Keep, carve their names in the sanctum, and become legends whispered a hundred years later.

May your players bleed for their kingdoms, rise as kings or die as martyrs…
and may Rulic’Sha still be waiting for them when they return.



   
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 Bear
(@bjorn)
Member Admin
Joined: 2 years ago
Posts: 4
Topic starter  

A lot of things happend inbetween all this too—side stories, betrayels, weird moments, heartwarming ones, and a bunch of small tragedies here and there. But what I wrote above is pretty much the “main events” of the whole saga. Even with all the chaos going on, we honestly had tons of fun watching the world kinda grow around whatever the players desided to do.

Heroes rised and fell.
Some retiered to calmer lives.
Some just… went insane over time.
A few died legends and now stand as statues in the Hall of Heros.

But in the end, the whole story always circled back to the Keep and the people living in it.

The Mistlands ended up growing big and pretty influental, getting mixed up in the politics of Meredia, Lerdunia, Wechtaria, Zaria and a bunch of others. There were wars of course, alliances forming and breaking apart, and whole nations toppling—but the players learned fast that in this game every choise actually matters, and sometimes the price of a “win” is way bigger than you expected.

And always, just one step behind, corruption is there… waiting for someone to slip up.

Running this whole campaign was honestly one of the most fun things I’ve done as a GM, and I really hope that future groups—whether in this world or one you make—will have just as much fun as we did.

May your keeps stand tall,
may your heros find their path,
and may your stories echo longer than you think.



   
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