To explore and introduce new areas, cultures and powers of the Lorgaire world setting. Adventures will be relatively short and small in scope so we can quicky add breadth and depth to the world through a variety of stories and characters, and bring out its flavor or style.
Adventures will most often be short, just 1-4 sessions, and low level to portray the experience and knowledge level of common people, and give perspective on the common citizens' reaction to the revelations made by the party and players
Future campaigns or adventures with greater scope and longer sequences of play could be composed of characters selected from the survivors, or inspired by the things they reveal.
Adventure Ideas
Peasants for Harvest ↠
After a successful summer campaign against his neighbor in Gelofrisk Dal to seize some land in dispute, a lord's peasants have gone missing in the area of some 'haunted' ruins, and the party is hired to retrieve them. Over a dozen of the conscripted serfs have gone missing, and the crops will need to be harvested and sheep herds moved to safer pastures soon.
PCs will be human commoners recruited from the domain of the lord, and be familiar with some of the lost peasants. Some of these pre-gen characters may even have taken part in the lord's recent campaign of petty conquest.
Rescue The Princess ↠
On a journey to be introduced to the heir of a neighboring land the 'princess' is captured by villains, and the servant who survived her capture begs the aid of the party when they find him on the road in the wilderness. Small gangs of bandits in the area have caused some unrest recently, and if the 'princess' is lost in the neighboring land to brigands it could spark a bloody conflict between the nobles.
PCs will be human commoners who have worked as caravan guards recently in the area, and are returning with a set of mostly empty carts to the nearby trade-hub town with their customer. Some of these pre-gen characters may be commoners from the domain of the 'princess's' lord father, Count Mavros.
Develop The Border ↠
The lord of Frent, the barony you grew up in, is concerned his neighbor is encroaching on their border, and hires the party to develop his side of it as a hunting ground, and to scout out what the neighbor might be up to along the ridge lands. Both of the nobles are low among the aristocracy, and the border has been stable since the time of their fathers, but the new lord of the neighboring land is young and ambitious.
Party members are all human children of commoners (franklins and yeomen) in the barony who know eachother, and who each aspire to gain recognition or social advancement for themself or their families.
For The Guild ↠
Fishermen's guilds in the region are vying for position and power, the characters are recruited to fortify the standing of one guild by ensuring they can collect on a contract for goods needed to prepare for the next season.
PCs will be human commoners from the towns where the guild holds sway, and are eager to explore the world and find adventure outside their boring little fishing towns.
Lord's Collection ↠
The lord of a neighboring land owes a debt to your lord baron, and has been sanctioned to collect it as he sees fit by the duke's court. The party is recruited to make that collection through conquest or pillage as they so choose, while the neighboring lord and most of his soldiers are away on campaign.
PCs will be human commoners from the lands of one or both of the feuding lords who also have minor grudges against him.
Sunken Ship ↠
The head of a local temple recruits the players to recover a holy relic lost when a passenger ship sank nearby in a freak storm. The relic is rumored to be the remains of a local hero warrior blessed by celestials that must be protected from the vengeful cultists whose leader was slain by him.
Party members are all human worshippers at the temple whose leader is doing the recruiting, and are familiar with one another. Some of the pre-gen characters may be aspiring champions or clerics inspired by the deeds of the hero.
Disappearing Lovers ↠
Young couples from a working class neighboorhood are disappearing after visiting a carnival, which is rumored to be run by witches. Whispers around town say the old woman in charge of the carnival is an elf in disguise, capturing the young lovers to take back to her people to eat.
PCs will be human commoners from the neighborhood the young people have disappeared from, and be familiar with some of the lost folk. Some of these pre-gen characters may have experience fighting the elves along the border during their conscription.
Retired Adventurer's Secret ↠
An old retired adventurer has gone missing, but his landlord and the sheriff seem unconcerned. His aristocratic patron has hired you to find him and retreive a manuscript detailing the adventure gone wrong in an old ogre ruin that catalyzed his retirement.
PCs will be poor, young, human commoners who have heard some of the old adventurer's tales in local ale halls, and are eager to explore the world and find their own excitement and tales of danger. Most are probably from the neighborhood his apartment is in.
Arcanist Academy ↠
The quartermaster of a private magical academy is hiring new agents to collect materials for the students and professors. The party have been turned down individually but agreed to partner for a request to retreive a load of material from a dwarven colony in the region, and received a contract.
PCs will be young, human commoners who are the spoiled 'dandy' children of wealthy merchants and craftsmen in the large town the academy is close to. The pre-gen characters will all be from a band of friends who aspire to become famous adventurers and explorers.
Leave Sparks ↠
While on leave for the weekend in the nearby city, a band of thugs confronts the party with a proposition, help them perform a heist or your friend who they have captured will be framed for a crime. The party are all Sparks, magical military recruits in basic training, and friends whose troubled mentor from the academy is the one held for ransom.
PCs will be young humans from a variety of low social stations recruited and conscripted into the Sparks training program of the regional lord. The pre-gen characters will all be a band of young people who have forged a friendship with disparate strangers through the shared hardship of their training.
Quiet Retirement ↠
A problem has arisen in the quiet little village you have retired in. Likely bandits or a stray pack of goblins has decided to cause some trouble, killing livestock and burning abandoned farms. The resource that drew everyone to this remote village has petered out and many of the locals have moved on, but the party have all decided to settle down in this little corner of the kingdom to retire.
PCs will be old human commoners with a variety of laborer and soldier backgrounds. Before whoever is causing trouble get settled in or the damage gets out of hand, you band together for the common cause of returning this little village back into a quiet retirement.
Recolonized ↠
Tales from the past paint the land of the village you grew up near as a wild and dangerous place, but it has been boring as all get-out for as long as you can remember. Rumors of some odd goings-on near the old ruins have inspired you to go explore it, and see if there is any truth to those old tales of a fierce war between the vile dwarves who supposedly colonized this area and your ancestors.
PCs will be poor, young, human commoners who grew up hearing tales of their grandparents battle with the dwarves, and are eager to find some excitement in this rural backwater. Pre-gen characters will be friends seeking release from the boredom of their pastoral home.