Saturday, April 24, 2021

The Vale of the Twelve Towers a D&D BECMI sandbox setting.

 




The Vale of the Twelve Towers Introduction

Around thirty years ago a dozen evil wizards escaped from Hirshberg Castle in the Kingdom of Bierwald where they were being imprisoned by the order of the Hexenjager.

After escaping they fled to a wooded valley that lay between the Kingdom of Bierwald to the East and the Kingdom of Fleur De Lys to the West.

The wizards made a pact to use their combined powers to destroy the Hexenjager of Hirshberg. To that end they went about enslaving the orc and goblinoid tribes of the valley to build their fortress towers and elaborate dungeon complexes. For the next decade they armed and trained their hordes for war while constantly perfecting their own arts.

The armies of the twelve wizards gathered and began their siege of Castle Hirshberg. The siege was short, lasting only three weeks. With their magics and their armies the Hexenjager were nearly wiped out and Hirshberg Castle reduced to a smoking ruin.

After destroying the Hexenjager the twelve wizards turned their attention to the Grand Duchy of Kriegswald and in particular the nobility all of whom supported the Hexenjager. Every castle and estate in the duchy was sacked including the Grand Duke’s fortress. Most of the nobles and their servants were either killed or enslaved and their fortunes were plundered. Although this devastated the economy of the duchy and plunged the region into a state of anarchy the people of Kriesgwald view the twelve wizards as liberating folk heroes. They have since violently resisted any attempts at outside rule.

Once the wizards were through with their vengeance fueled rampage they returned to their valley. Most of the wizards were getting old by this time and their interests had turned towards extending their lives through one manner or the other. Some wished to attain litchdom, others immortality, and a few just wanted to find a way to live longer in their human forms. They formalized a non aggression pact then set about their individual goals.

For another decade the wizards were content to follow their own paths and desires largely staying out of each other's way and rarely venturing from their towers. When they needed something from the outside world they simply sent their minions to take care of it. Then without warning at the stroke of midnight on the night of the Winter Solstice all twelve of the wizards died.

It took months for the news of their mysterious deaths to reach the outside world. Typically this news would come from one of the wizard’s slaves who had escaped their haunted keeps or from their agents or enemies. Alway when the rumors spread they came with tales of fabulous treasures guarded by horrible monsters and enchantments.

Many expeditions are under way to take advantage of the perceived power vacuum. Many fortunes may be made not only from the treasure but from the riches of the land itself. What will become of this mystery is yet to be discovered.

This is my work in progress sandbox setting for a future Dungeons and Dragons basic campaign. I'm currently running an Advanced Dungeons and Dragons 2E campaign. Hopefully I will get a change to work on this setting as I run that campaign.