The Road West: A Westmarches D100 Campaign


by M Bielaczyc

Getting Started: Campaign Quick Start Guide

Road West Campaign Rules


The Road West is a campaign that takes place in the Eastlands of Atheles. It centers on the stronghold of Elmhearth, and the Wanderers Guild, of which all adventures in the campaign are a part of. 

Elmhearth was once just an outpost for the Wanderers, an adventurers guild. The nearby metropolis, Kowal, has fallen to dark times. You and others have fled to Elmhearth as a sanctuary. But for Elmhearth to survive, you must help its overseer, Helfen. The refuge needs food, protection, and especially gold. The Wanderers, the adventurers guild, wants a road out of Uthgard into the West. So besides helping supply the encampment, you are also tasked with taking expeditions into the wilds. You should map the best routes for roads, establish strongholds, and tame the wilderness so that there is a safe road west.

The Road West is also a way to test the newly designed SagaBorn Basic Roleplaying Edition. The game was submitted to Chaosium for their designer contest and needs people to help test it and refine the system.

Intro

You find yourself in Elmhearth, an outpost for the Wanderers. Kowal has become too dangerous for those who don’t fit within the city’s narrow cultural norms. You have come here for sanctuary and, hopefully, to start a new life away from the oppressive city.

What is the campaign?

Shadows of the Swordspyne is a living campaign, which will be run much like a West Marches campaign ( see Matt Colville’s video on it: https://youtu.be/oGAC-gBoX9k). Adventures will be player driven, and as we grow, we will add new SGs, new strongholds, and new players.

How is it played (aka how is it a living campaign)?

Elmhearth is a encampment which has become refuge for people leaving the turmoil of the city. The players will all work for the Wanderers, but the game will hinge on their participation. The players have to form a group, decide what they want to do, and contact a GM about setting up a session time. Plans must be submitted at least one week before the game session to give the GM time to develop an adventure.

Here is our full Road West West Marches campaign rules page.

What do I need?

You should bookmark the SagaBorn BRP website (https://www.sagaborn.com/games/sagabornbrp/) and download Fantasy Grounds (free edition) (https://www.fantasygrounds.com/home/home.php). Join our Discord channel.

How do I run a game?

We are keeping the StoryGuide pool small for now, but will expand in the future. You must play in at least 4 sessions within the campaign before you can apply to be a SG.

Shadows of the Swordspynes Adventurers

Shadows of the Swordspynes Non-player Characters

The Map

Map Rules

Request an adventure at the Adventure Contract!

Download the Settlement Guide for free:

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The Seven Tears

So it was after the awakening, the dwarves of the north made many great treasures. They tried to capture the beauty of the world around them in objects of art and craft. It was during this time that seven brothers of great skill took a challenge upon each other to craft a work that would stun the others and show who had the greatest skill. Each brother took to work alone, and thought that they would capture the beauty of the heavens in earthen form. They each worked hard and long in their forges and when they came to reveal their work, they found that each had crafted a gem of such wondrous blue color that none could be named a victor. But others saw these stones and wished for them. Fearing the greed of their people, the seven brothers fled thinking to hide the stones in the south. During their flight they were hunted by their brethren and one by one were slain. When the final brother saw that his own end was at hand he tossed the stones with all of his might from the mountain top and they flew to the heavens. The final brothers life was spared as the treasure lust left the hunters. To this day the dwarves look to the winter sky and point to the stars of the seven brothers, remembering forever the greed that had once ravaged their race.

– Names- The Seven Sapphires, The Seven Tears

The Squats

Small square buildings on the Kowal’s edge were once the grand idea of the city to house newcomers as they settled in the city for jobs. Once they had earned some cash, these newcomers would move to another ward. As the city declined, this section of town became neglected and forgotten. The Duke in the Walled Tower never taxed these dwellings, so they grew and became a ward in their own right. Now people live here to avoid the taxes and oversight of the other wards.

Places of Interest

  1. Alley Cat
  2. Squat Lock
  3. Filch’s Emporium
  4. Slop Shoppe
  5. Dragonbreath Smithy
  6. Vork’s Trinkets
  7. Church of Lunare
  8. Tannery Row
  9. Fish Smokeries
  10. Charcoal Factory
  11. The Anvil
  12. The Ward House
  13. Wat’s House
  14. Nella’s Foodmart
  15. Rindle’s House
  16. The Blocks
  17. Green Park
  18. Rustgate
  19. Talbert’s Cloudy Flask
  20. Vindus’ Attic

Squat Lock

This shop specializes in locks and Storage, catering to those living in the Squats

Occupying one of the bigger buildings in the Squats, Squat lock is a warehouse full of rentable locked chests to store anything that won’t fit in a Squatter’s house. Additionally, Squat lock sells locks for those that do have items they want kept secure. Squat Lock has a do not ask policy, however they are not liable for any damages to your objects. Any damage caused by your objects will be billed to you.

Location: The Squats

NPCs:

Pigeon


Talbert’s Cloudy Flask

Talbert sells alchemical goods for a reasonable price. 

A small building is squashed between two hulking group residences. The wood the building is made from is falling to dust as you watch, but the many balconies and walkways from the neighboring building make you think the sun or rain may never even touch this small shack. A solid door is in the center of the shop, flanked by two cloudy windows. There is no sign other than a large flask hanging from a gnarled rafter above the door.

Location:

The SquatsKowal

NPCs: Talbert

Buy/Sell Percentage: Buy Standard 50%, Sell Standard 100%


Vindus’ Loft

The home of Vindus, a low level factor in the Squats.

A small alcove three stories above the streets is the home, office, and lounge for Vindus, a dworven fixer. It is cozy if a little damp. The only access to it is to follow a set of rickity outdoor stairs that leads to a ramshackle wooden bridge across half street.

Location:

The SquatsKowal; Half Street

NPCs: Vindus

Buy/Sell Percentage: Buy Standard 50%, Sell Standard 100%

Orum’s Shrine

The Shrine of Orum rests in a narrow recess along Thorn Alley, where the Squats sag into old foundations forgotten by the rest of Kowal. A worn spiral of river stones marks the threshold, each placed by generations of hands, a quiet testament to moments the poor refuse to lose. Melted candles, bits of broken tools, and children’s pebbles clutter the base of the alcove, small offerings to the god who watches the turning of ages. The hourglass sigil above the shrine creaks softly whenever the wind shifts, even on windless days, and locals claim it is Orum’s breath passing through the city, reminding them that every beginning is only part of a larger cycle.

Location:

The SquatsKowal; Thorn Alley near Wallside

NPCs: Uhmar “Old Dust” Vellin

Buy/Sell Percentage: N/A

People of Interest

  1. Mistress Brovoski
  2. Vess
  3. Filch
  4. Bren
  5. Simon
  6. Vaskin and Belle
  7. Sundaiya Kotas

The Star of Lost Love

Torches flickered among the windows and archways of the treetop building. The elder elf, in his deep, melodious tone, began his next tale.

“Now we shall talk about Gilandras. I tell not of his slaying of the last great wyrm, or even of his long protection of the elven races. Instead we shall speak of his last encounter in this world, with a force even he could not withstand.

“As you all know, Gilandras often ventured out into the wild forests searching for the evil beasts of Unhamil, and sometimes he would spend years alone on the hunt. One hunt on a summer night such as this, under the same stars you see above, he was resting in a clearing when he heard a song unlike any he had heard before. It came from the trees and flowed out across the clearing, the sounds as sweet as a summer rain. He stayed still so as not to surprise the voice that evoked such emotion in him. He heard in this melody the praise of all that grew, of the creeks and rivers which fed the roots of the forest. He heard an homage to the sun and moonlight that gave the lands warmth. And as he stood perfectly still, lost in the melody, the singer emerged from the trees before him. She struck him instantly as the most beautiful woman he had ever seen. Her raiment was that of simple green cloth, though it sparkled as if silver was sewn into it. She danced into the clearing, her graceful movements matching the song. And where she stepped flowers grew up as if trying to caress her.

“It was then that Gilandras stood and began his own song. For a brief moment, their songs became one, but upon recognizing this second melody, she stopped and ran, fast as a deer, back into the woods and was gone.

“He chased her but could find no tracks, nor did he hear her footsteps. He searched for weeks, but to no avail. Years passed, and he was set about many tasks by his elven lords, but he never forgot her. Each night, in the wilderness, he would sing out to her and of his love for the world that her song had inspired.

“One night, at the beginning of Fall, he was singing when he noticed a second melody had joined his. He rose and walked in the direction of the second voice, careful not to stop his own melody. Through a dense patch of trees he passed, and then into a clearing which contained a small waterfall at the far end. There, the elf maiden sang, though this time she looked at him and smiled. She held out her hand, and Gilandras took it in his. They moved through the forest, singing and dancing for the rest of the night, and then lay down in the fields to watch the stars.

Gilandras fell fast asleep, and in the morning, his companion was gone. Through the day he searched for her, until dusk and then night came, and she returned to him again, singing and dancing under the stars and silvery moonlight. Countless were the nights they spent like this, until Gilandras found a desire to return home, and spoke to her for the first time of a feeling that was his own.

“He professed his love for her and asked that she return with him and be his wife. At this, she turned from him, her eyes filled with tears. She then turned to him and held him close as she whispered in his ear, revealing to him that she was not an elf, but Lunare, Goddess of Nature. Although the elves during this time lived very long lives, Galandras still was mortal, and she could not love him back in the same way.

Gilandras walked back to his bow and quiver, and gathering them up, walked into the forest to the East after the bright red star that appears during the fall. He followed this star into the winter and was never seen again by the elves.”

The older elf pointed up at the red star now in the sky. “That is why we call that the Star of Ellos Amal, or the Star of Lost Love. When that star rises higher in the sky, you can see three stars rise up after it, for that is the Bow of the Hunter, forever chasing unattainable love. Now, there are many interpretations of this story, but indulge me by hearing mine. I believe the story means that although one may be great, one must always be diligent to not be led astray by temptation. Gilandras meant much to his people. He was their hero and their protector. But when his heart was broken, in his weakness, he left the world and his people behind to chase the unattainable. It is the wise who know their own weaknesses and face them rather than fleeing from them.”

The Undermeet

The Undermeet is a rumored market comprised of the worst merchants and darkest wares. People whisper of its existence, though most who brag to have been there cannot, or will not, tell how to get there. If there is something you need that is not sold in the Market District or even the Dirt Market—something vile or unmentionable—the Undermeet is where you get it. It is said it is not always in the same place, and it is not always open, but for contraband, rumored magical artifacts, or worse, the Undermeet is where you go to trade. The Undermeet is not controlled by any factions within the city, or at least no one wants to own up to being a part of such dark or despicable trading.

The Wizards of Ish

The eye of Tanthu-Ra, and the Symbol of the Najur

The Wizards of Ish, or Najur as they call themselves, keep their secrets close. Once trained they are never allowed to leave the ranks of the Sorcerers. Of all the magic groups, theirs was the most untouched during the Disappearance and their stronghold in the center of Ish remains as it has for over a thousand years. But whatever knowledge they may have, they keep to themselves.

Much like the rest of the Ishian Empire their policies are strict, and death of slavery is a just punishment. 

One of the biggest differences between the Wizards of Ish and the majority of other magic using groups, is their use of slaves as power reservoirs for magic. Powerful wizards can have a stable of slaves, blank eyed and pale, who are kept on leashes as a source of power for their magic.

Ansely, Mage of Eredar, Eastlands

From the Encyclopedia Atheles

“We are all but servants.”

Ishian wizards view themselves as conduits of God, and therefore as priests instead of workers of arcane magics. The wizards of Ish call themselves the Najur, an ancient word for servant. They, like most in the Ishian Empire, worship Tanthu-Ra, a sun deity. This is why all in the priesthood wear yellow robes.

They are ranked very high within the culture of Ish, with the Grand Priest even being considered higher than the Emperor.

They occupy the Temple of the Sun, a large squat building made of black stone.

They take volunteers from the citizenry to give themselves to God. This means that they willingly become vessels for the wizards to take energy from for spell casting. The Najur see them as disciples, who become vessels to the all power of Thanthu-Ra.

Thieve’s Cant

Thieve’s Cant for the Beginning Rogue

Taught by Tritam Swifthands

thievescant

  1. One of the more common signs for letting another rogue know your profession. You do it by rubbing the palm across the bottom half of the face. There are other ones, but this is the most common.
  2. What the speaker says is important and should be listened to. This is also another way for you to let another know you are a rogue. It is done by placing the thumb into the forefinger while balling the fist.
  3. This one means that the territory you are in is claimed. Work the profession at your own risk. If you cross the path of the current “owner” of the area doing your personal “business” it will probably rub him the wrong way. While most guilds will allow you to do some freelance business, most don’t let an independent rogue set up shop in their town or city. It is done by placing the thumb and forefinger together, with the other three fingers clenched. Then you accompany it with a downward swoop.
  4. This swooping hand gesture means that whatever word the bearer brings is the word from the “higher power” of the area. Oft times this news or information comes from either a guildmaster, guild officer or a powerful thief in the area. It is done by extending all fingers except the pinky finger and doing a downward swoop.
  5. This signifies that this area is a safehaven or that the signing rogue is offering a safe haven. This is done by bringing the tops of the fingers to the thumb in somewhat of a fist.
  6. This one signs danger. It is done by extending all fingers and bringing together the middle and ring finger.
  7. Guards on the prowl or lookout. If you are looking to avoid official entanglement then you’d best be off elsewhere. It is done by balling up your left fist and grasping your left wrist with your right hand.
  8. This means that the powers that be in this area do not welcome you. Normally a quick exit of the area or city is the best move after seeing this. It is done by extending the index and middle finger and crossing them with your thumb.

Well that’s about it for now lad. Remember these well, as it can mean life or death…

Tholas

Tholas is an enigmatic figure, a hunter from the In-between—a realm where shadows blend with memories, and where the Losvari, or “lost elves,” have long resided. Among his clan, few still remember the forests and ancestral lands of Atheles, for they have become creatures of twilight and illusion. Yet Tholas’ family, bound by their Anavari roots, maintained a fierce loyalty to the wild elven traditions. Unlike the rest of the Losvari, his kin still clung to the primal ways of survival and reverence for nature. For Tholas, the tales of Atheles and its vibrant, untamed lands filled him with longing, a desire to reclaim his heritage.

Drawn by a restlessness that could not be quieted, Tholas returned to Atheles before his family, threading his way through hidden pathways and emerging alone beneath the vast, moonlit skies of his ancestral land. He arrived in Elmhearth, a small haven surrounded by ancient forests and resilient folk struggling against the looming threat of the Uthgard Empire. Elmhearth’s people, though weary and worn, displayed a resilience that struck a chord with him—a strength that reminded him of his own kin, forced to adapt to a harsh existence in the In-between.

Tholas quickly found his place among the townsfolk, slipping through forests to scout for Uthgard patrols, guiding Elmhearth’s hunters, and teaching them the ways of the Anavari. As he aids the people in their plight, Tholas is aware of the shadows drawing closer, the empire tightening its grip on the region. Still, he remains, driven by a fierce sense of duty and perhaps a desire to carve a place for his family in a land that once belonged to them. He is haunted by the knowledge that, though his clan may eventually join him in Atheles, they will return as strangers, changed by their exile. Until then, Tholas walks the edge of the wild, a lone hunter in a land caught between fading memory and brutal reality.

Thundrom

Thundrom

Thundrom are large hairy beasts from the Swordspyne Mountains. They are used as mounts by the people of the mountains, but to most of those in the plains, the Thundrom seems exotic and strange.

 

Thundroms are a little larger and bulkier than a horse and are covered in shaggy brown hair.  Their bodies resemble that of a yak in shape, but they have  long tusks and even longer curled ramlike  horns. Its head looks large for its body, its four nostrils the only exposed skin on this otherwise long haired beast.

 

The are used as mounts and beasts of burden by the people of the mountains and the Northeastern lands.

Thundrom

Challenge Rating: 2

Size: L

Type: Animal

Initiative: +3

 

Defense

Hit Points: 23 (2HD)

Armor Class: 17, touch 12, flat-footed 13 ( -1 size, +3 DEX, +4 natural armor)

Saves: Fort +8 Ref +7 Will +3

Weaknesses:

 

Offense

Speed: 50’

Base Attack:

Melee: Bite +5 (1d6 + 3), slam +1 (1d8 + 2)

Ranged: –

Special Attacks: –

Sanity Effects: –

 

Statistics

Abilities: STR 20, DEX 16, CON 21, INT 2, WIS 17, CHA 9

Skills: Acrobatics +3, Athletics +5,  Awareness +3, Endurance +5, Knowledge -, Persuasion -, Spellcraft -, Survival +5, Thievery +3

Talents: Endurance, Run

Special Qualities: –

 

Ecology

Environment: Mountains

Organization: Solitary, pair, herd (4-22)

 

Treasure: Standard

 

Timeline

Third Age – Age of Kingdoms or the Time of Man (Elven)

  • 1  The first men are encountered by the Elves. They are barbaric and live in the deserts and arid lands that were left from the conquests of Kaldrath. The Elves at first believe them to be inferior and kin to goblins.
  • 224 The first human cities are built. The Elves begin to take notice of their “barbaric” neighbors and even train them in crafts and skills. The humans excel in all and their cultures and population grow rapidly.
  • 1789 The Dwarves awake from their slumber.
  • 3174 The Druid council is formed in the North.
  • 4134 TM The Empire of Ish (called the Ishian Empire in the North) is formed in what becomes known as the Southlands. The first emperor of Ish is Da’atra Tiria. The Tiria family still rules in Ish now.
  • 4467 The city of Selardor is built. It is ruled by Adomar Aradan.
  • 4526 Olaekin Baleband is born.
  • 4558 Olaekin Baleband has conquered most of the North as a warlord, and builds the city of Pardalor.
  • 4629 The Mages of the West are formed. Ruled by three wizards they congregate in a large keep( Keep of Ismaren in the Misty Moor, later called the Miragol Swamp) along the Western coast (Above the Vale of current times). Distrusted, they spend most of their time in solitude.
  • 4656 Strange stories come from Pardalor. Stories of Orovari, orlocks, and goblins openly entering the town. The Orovari migrate north to the lands of Uthgard. House Ka’Dail begins to unite the tribes of Orovari. Questions about the King, Olaekin Baleband begin to arise. His unnaturally long life ( currently 130 years) and his seclusiveness earn distrust within those of the kingdom. He is also rumored to be a practitioner of black arts.
  • 4695 Emperor Kalah of the Ish bans the use of books. During this time many of the ancient texts and tomes are burnt. He also empowers the people of the Jaldur desert, promising them their own nation if they rid the Wildelands of the elves. This leads to a genocide of the wild elves and though they finally push back and defeat the Jaldurians, they are left weakened and forever scarred.
  • 4735 Some Mages split from from the keep and form the tower of Eredar in the east. The first archeons are trained to keep a watch on the powers of mages.
  • 5054 Uthgard begins its war to control Atheles (The Great War, The Aradan War)
  • 5057 Small border skirmishes between the Ishian Empire and Endamas begin.
  • 5059 The Ishian Empire begins invading the Westlands.
  • 5069 Olaekin Baleband, now known as the Warlock-King, defeats a large force of the Ishian Empire’s Army.
  • 5073 The Ishian Empire, worn down by years of war, pull their troops back and fortify their borders. The elves stop their war, the high elves retreating into their forest and some of the grey elves and wood elves that are left lend their aid to Selardor.
  • 5075 The Warlock-king and his armies march on Selardor itself.
  • 5082 Selardor (Capital city of Aradan) is destroyed. The city is evacuated, including the king’s newlywed wife and his son. Aeerumar Aradan, last king of Selar Dor is slain by one of his advisors, Caroth. Uthgard uses an artifact to open a rift from the battlefield into the heart of the city, insuring victory.
  • 5086 War on the West is declared by the Warlock King and his kingdom Uthgard
  • 5087 Bordon repels Uthgard’s forces
  • 5090 Invasion of Norhan (Northlands) almost reaches Seahaven and is repelled. Uthgard retreats and there is an uneasy peace for years.
  • 5132 Second invasion by Uthgard. Seahaven and Bordon, with the help of the Ishian Empire push back the forces of Uthgard and the Warlock King is slain. He uses devastating magic again, ruining the Eastlands. The Disappearance happens.

The Fourth Age

  • 5280 Years of hardship follow as the remnants of the Uthgard army are still strong and cause problems all along the North and Westlands. The Ishian Empire becomes solitary, allowing no traffic to and from their country. The process of rebuilding and relearning is slow.
  • 5368 Empire of Zhouyin invade over the sea. Tyr falls under control of their empire. Lands of the Eastlands (Old Aradan and Uthgard) fall under the control of Zhouyin.
  • 5402 The beginning of the Plague. The Zhouyin Empire falls in disarray. Many return back over the sea, and have not been heard from since.
  • 5414 Knights of the White Eagle rise to power in the Northwest. They use their religious zealotry to sway people’s emotions during the outbreak of the second Plague.
  • 5555 Fall of Grace of the Knights and their Church. Still powerful, but no longer in direct control of the Northan kingdom.
  • 5629 The Third plague ravages Atheles, leaving the cities and kingdoms separated and superstitious.
  • 5677 The first recorded instances of the Return.
  • 5683 The Dark Return. Magic flows through the lands. Demons return to the murky forests. Long lost tribes appear on the horizon. Wars break out dubbed the Return Wars.
  • 5684 The Return Wars end in the winter. 
  • 5685 The lands struggle to keep an uneasy peace. Norhan solidifies its rule of the northlands. Uthgard and Tiren sign an alliance which offers trade to all in the East. The Westlands settle back into comfortable city states looking to Bordon for leadership, but they do not swear fealty. The Ishian Empire opens its borders and allows small bits of traffic. 
  • 5698 South Keep, once a single fortress outpost along the Ishian border, starts to become a well known trade town in the West.
  • 5707 Current day.