My adventures as a new Dungeon Master began with the unveiling of my campaign world centered around the city of Khazad-mornludrukafaren-ish-ged-en-mornludrukar (or: Dwarven Earth City that Battles the Tomb…short name is: Ludrukafaren). The ideas surrounding the campaign are based on ChattyDM’s Primal/Within Campaign, but there are some key differences with the city itself, its history, etc.
The Dungeon
Like Chatty’s write-up, Ludrukafaren sits in the middle of a massive living dungeon that is loosely controlled by a Primordial trapped within the core of the earth.
The City
Again, like Chatty’s city, Ludrukafaren was built by Dwarven Clans thousands of years ago that eventually became known as The Builders who, thousands of years ago, the Dwarves – led by divine prophecies of the “True God” – found their way down into the living dungeon as 3 separate clans with the same purpose: To build wage ware with the expanding influence of the Primordial that threatens the very planet that imprisons it. This is where Chatty and my ideas split.
The city of Ludrukafaren was constructed long ago, however, it has not grown in size befitting its initial purpose for over a thousand years as the Dwarven order of The Builders have lost their way and become wrapped up in the thriving resources within the dungeon. Instead, they focused their efforts on mining the rich resources and fortifying their walls.
The “True God” – observing his floundering followers lose sight of the prophecies that drove them to construct Ludrukafaren – turned to others. This time, he exposed his prophecies to a large contingent of Human followers who – as Humans do – gained a religious fervor and when in search of this prophesied city. After decades of searching and many lives lost, the Humans who called themselves the True Blood, found the Dwarven City. Fueled by their religious zeal, they integrated themselves within the Dwarven City and soon exerted influence over the once expansion driven Builders.
Within 100 years and backed by the direction of the True Blood, the city began to expand again – additional mines were discovered, minor burgs were founded for specific resource management, and lastly Mal Burg (meaning True Burg) was created crowning the multiple layers of Ludrukafaren. It was there that the True Blood erected their massive temple…and succumbed to the same fate as The Builders – they floundered in their power and influence – losing their drive for expansion.
The True Blood
Despite the fact that the True Blood has ceased to encourage the expansion of Ludrukafaren, their Order continues to grow, though as their followers joined the Order, the original True Blood held themselves with much higher regard than those who joined after. The True Blood are a pale – almost albino – people that, after many years of servitude to the teachings of the True God, have drawn in on themselves and outright refuse to communicate with those that are not direct descendants of the original True Blood. Instead, they use their High Priest – a high ranking Human within the Order that is not of the True Blood bloodline – as the Voice of the True Blood. His word is their word. Their word is law…at least within the confines of Mal Burg, though, their influence on the City Council well known. There is little that the True Blood wants that isn’t delivered.
The Game
The game starts with the city mere days after the conclusion of a year long struggle with a Goblin Horde that invaded, devastated, and took up residence in one of the minor Burgs. The players begin as representatives from each of the Burgs that have been leading the cleansing of the Burg for the past year. They were once above average members of their Burg but after a year of battle have stepped head and shoulders above the typical Ludrukafaren citizen. (That puts them at Level 1…Heroic characters!)
The Cast
Brian’s PC
Merick is a Human Avenger of the Order of the True Blood. He is new to the Order and, in fact, somewhat new to Ludrukafaren. 7 years prior, he lived on the surface but began receiving visions from an unknown source that caused him to leave his home in search of…something. It was on his searches that he met a member of the Ludrukafaren Order of the True Blood – Father Robson. Robson explained that the visions were of the True God and Merick’s destiny lie within the Living Dungeon. After a dangerous journey to the City, Merick began his Order training.
When the game starts, he is 1 year out of training and had been a valued asset – and True Blood informant – during the cleansing of Marnak Burg. His goal is to represent his Order and ensure the True God’s will is done.
Chris’ PC
“Bait” is a Kobold Ranger and chosen of Aur Burg as representative in the cleansing of Marnak Burg. Not because of his strength…not because of his cunning. Because of his knowledge of the sewers. In Ludrukafaren, Kobold are third rate citizens and find themselves with the jobs no one else wishes to do: Cleaning the streets and alleyways, hunting rats and other undesirables, and ensuring the sewers remain functional – clearing blockages and the like. Bait, jumping at the chance to leave the sewers, volunteered to represent his Burg in the cleansing and soon found himself leading many battles over the course of the year…in the sewers.
His goal is to do what he can to remain out of the sewers. He prefers to try and keep a sword in hand, rather than a broom.
Jamie’s PC
Soveliss is an Eladrin Warlord from the Fey Wild, but more recently Dormark Burg. This Eladrin was at one time a member of a powerful Noble House within the Fey Wild. War erupted in his home plane and his Family found itself at the center of the bitter conflict and soon was driven away and dispersed throughout the land…hunted. By chance he heard of others in his House coming across a rift in the Fey Wild that lead to solace. After a great deal of hunting, Soveliss found the rift, entered, found himself within the Underdark and slowly found his way to Ludrukafaren. Re-united with some members of his House in Dormark Burg, it is there that he opted to stay, to learn, and to seek out a way to return to the Fey Wild and once again retake his House’s rightful place.
Jeremy’s PC
Kelvash is a Drow Bard. The Drow, well over 40 years ago a Primordial following within the Drow civilization – a secret order lead by Kelvash’s “Family” – formed and began consorting with powers that the Drow did not understand. Through the deceit prevalent in the Drow society and the powerful influence of the Primordial, the Drow civilization toppled, scattering the citizens throughout the Underdark. A large contingent of the Drow that consorted with the Primordial saw their folly and forsook their Order and – knowing the scattered pockets of other Drow wouldn’t accept them back – wandered the Underdark.
For 12 years they wandered until they came upon Ludrukafaren. Many Drow were killed when the city learned of their presence, but with the goal of using Ludrukafaren as a foothold of power and influence, the Drow accepted the deaths without raising a hand. The City realized these Drow were…different. And ceased attacking. For a number of years the Drow camped outside the City, each year finding ways into Ludrukafaren for trade. For Supplies. In a way they became “accepted” and after 10 years Ludrukafaren expanded to create Elaug Olvir Burg (a.k.a. Drow Haven) as a way to integrate them into the City without actually integrating them. Now, the city can watch these second rate citizens without risking having the Drow live amongst the normal populous.
Kelvash is a member of this Drow population and has been with them since the fall of the Drow civilization. He marches to the sound of his own drum, though he is still a Drow by nature. Assigned by the Drow Matriarch of Elaug Olvir, Kelvash has been a valuable asset in the cleansing of Marnak Burg, though he didn’t enjoy it. He does, however, enjoy to re-iterate his exploits in whatever tavern will take him.
Mark’s PC
Wrenn, Gnome Wizard extraordinaire. Wrenn is from the Fey Wild and has an unabashed love for Magic. Seeking a way onto the Gnome Council, he has left the Fey Wild in search of ways to prove his worth and make a name for himself. Through much research, he learned of Ludrukafaren and made his way under the guidance of his own wit to the massive City. What better way to achieve “Provable Fame” than to battle Primordial forces? With wand in hand and a gleam in his eye, Wrenn burns his foes (and friends) with reckless abandon.
That’s that.
The cast is set. The setting is deep (there is a GM wiki that I am using to track the deep history of Ludrukafaren and its surroundings). Lets see how my first ever D&D game as a GM goes!
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