This is the introductory story arc for the Bright Moon campaign. The following in-character text should be treated as an introduction to the story that is about to unfold.
Near the ruins of the city of Westhold, you have gathered with other travelers, journeymen, drifters, and cast-abouts for reasons all your own. Westhold is located on the western most tip of a peninsula jutting out over the Deep Sea. It briefly held great import among the Five Realms as a primary port of departure to the Lands Across the Sea. But after the Great Death, it was ransacked and burned, leaving little if anything behind.
Still, wayward vagabonds pass through here on their way north or south because the roads are some of the safest around, which is not to say they are safe by any means. Also, the reputation of the local Campmaster, Feelyx, as rumor monger has made its way to your ears.
The three wayward travelers—Sioon, Cotter, and Ezra—came upon the floating village of Westhold on the Rud River, or what is left of the former port city. They met Bolli Draumborn, who seemed like captain of the port guard. Bolli was friendly but reserved in his interactions with the travelers. After a lengthy negotiation in which the group attempted to gain favor of Bolli of the purposes of entering the village, the group was given a task to prove their worth.
We deal mainly in deeds here. Such disheveled travelers as yourselves likely have nothing material to give us…
The village leaders, Bolli revealed, deal in information, rumors, and knowledge rather than treasure and wealth. He gave the group a task: Find out what you can about the happenings at the ruins above the village—the old fort of Westhold—and in return, the campmaster may grant them entry into the village.
The group then made the climb to the top of the hill where the fort once stood. Now just a ruined shell, it became immediately apparent to the group that someone, or something, had taken up residence. Cotter attempted to move in for a closer look, but the path toward the keep was booby trapped. Stuck to the ground, Cotter lost the element of surprise and the group had to switch tactics.
Ezra and Shioon negotiated with the fort guards. They learned that the occupants claim to be members or otherwise affiliated with something called the Old Ward. Shioon has lingering memories of tales of an ancient, lost religion but does not know the details of their beliefs.
Weary from their adventures, Shioon and Ezra decide to take the Old Ward guards’ offer of board for the evening in lieu of discussion in the morning’s light.