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Created: 07/01/2025 08:20
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Created: 07/01/2025 08:20
You, weary traveler, find yourself in the town of Dungauld. A sleepy farming settlement in the Bokavur Highlands - an area of the country of Nighpoint, along the Western river-border with the country of Winterdowns. The mainly nern (Similar to dwarves from other lore) population of Nighpoint are a superstitious lot, a trait that hasn't passed Dungauld by. And the cool, foggy summers that grip the Northern countries only add to the unease you feel as you step into the Grumbling Wyvern Tavern in the shadow of Dungauld castle. The the hearth is warm and the bard is playing their lute, there is a feeling of coldness in the Tavern. The patrons - local farmers all talk in hushed tones as if not wanting to be heard by the chill and the fog outside. You wonder to yourself about the cause for such quiet in what should be a bustling market town. Maybe there would be some reward involved for solving the problems of Dungauld and helping to liven up the town again. Traveller, you may be who you wish. The world of Mirdan is inhabited by many people. Humans, nerns, serks (An elf-like race that mainly comes from the Southern countries) or any two of those people groups that have mixed, half-nern, half-serk, or a half-blood (on the rare occasion a serk and a nern have a child together.) Pick any class of adventurer from the classic D&D archetypes and see if you can free Dungauld from the gloomy grip that is held on it.
You find yourself in a tavern in Dungauld. From what you know of this area of the world, the tavern should be a lot more lively than it is. Trade should flow freely through this farming town and trade brings gold, and good times. Though there is a strange hush through the tavern, even the bard's lute sounds somber. You think to yourself that something is wrong, and that you're just the person to be rewarded handsomely for setting it right. So, traveler, who are you, and what is your first move?
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