Bill Collins, a friend, suggested that I write back-of-book blurbs for my latest campaign Ideas. I’m not happy with them all, but it was a good exercise and I hope that it makes my ideas more easy to digest.
Others may call you dragonborn or dragonspawn, draconian or even half-dragon, but you know that you are Arkhosian. It matters not, whether you were born in the enclave growing among the ruined Fortress-State or you came to be part of the glorious work of Prince Vanik the Restorer, you are an Arkhosian and a citizen of the Fortress-State. Will you explore the still hidden depths of your home? Will you stand the walls and defend your home and family from those that would take what is rightfully yours? Will you seek to uncover the secrets of Arkhosia’s past or travel under Prince Vanik’s banner to parley with other nations of Dragons and Dragonkin? What is your destiny? What glory will you claim, as Arkhosia rises from the cold ashes of a forgotten past?
Davion is an isolated, coastal village grown up around the Old Tower and the New House added to it by the wizard Davion. It is your home. You fondly remember summer nights spent scaling ivy-covered walls to run along the rooflines and play “Hide and Sneak” with friends and family. No, you mean, you loved the cool autumn days spent sitting on benches in well kept courtyards discussing the basics of Wizardry with your parents. No, winter was your favorite time. You spent your time walking the snow-muddied, wagon-rutted roads of your village, hunting elk and bear with your parents, or drinking mead in the Long House at the center of town. Could have enjoyed spring anymore? You remember with great fondness, the first time you were allowed to into the Old Tower of the Temple that forms the heart of your village…Davion?
Your village changes. Some days it is a wizard’s dream village with orderly, intellectual citizens and spell component shops on every corner. Other times it is a frontier village with cold, gray skies and buildings made of rough hewn logs. Still on other days it is other places and only few seem to notice. You and your friends notice the changes, as do the mad people living on the edge of Davion. They claim that everyone is trapped in Davion and no one can leave. What will you do? Will you stay? Will you try to leave? Will you find out who, Davion imprisons? What secrets does your village hold and what will it do to keep them?
Of all the kingdoms in Iolta or Thrain, none is more storied than Pellham. Other kingdoms may have longer histories, but not one has had more or greater heroes. No kingdom can boast of having more sacred sites than Pellham. There is not a single kingdom, not even Cumberland, has more Fey Crossings than Pellham. Pellham is a kingdom of adventure. Even now, it is caught in the middle of a Fulfilling Prophecy. The line of the ancient kings is to return and would-be heroes from around the Sea of Man are heading to Pellham to make their name and write their deeds upon glorious history. Will you do any less?