Thurn – Campaign Info

Thurn: Thurn is a young kingdom, founded shortly after the end of the White River War, twenty years ago. It is ruled by King Roustlir, who was named ruler after his instrumental role in ending the war, and uniting the two opposed factions. The kingdom is peaceful and prosperous. The shortages of food and resources that prompted the war have miraculously ended, and most are saying that this is a golden age of trade, industry, and quality of life. The kingdom has a few major cities, such as Trethan and Posik, as well as many smaller villages and settlements. This campaign however, in classic RPG fashion, will take place almost entirely within a single dungeon.

The White River War: The White River War was a vicious conflict between the kingdoms of Bramm and Rosa that lasted for sixty-two years. The conflict was mainly over land and resources, and both factions were desperate to feed their poor and starving citizens. The war ended over twenty years ago, after a young general by the name of Roustlir organized a peace talk between the two kingdoms, and outlined a new plan of unification that would benefit both kingdoms. The two kings were not able to agree, but Roustlir had gathered enough support from soldiers on both sides of the war that he was able to raise a rebel army, and overthrow both monarchs. His plan for peace and unification went forward, and Roustlir was named king of the new kingdom, Thurn.

The Player Characters: The characters were selected as the best and most promising young adventurers to undertake a dangerous quest for King Roustlir. Some may have trained in a formal institution such as Thurn’s standing army, the Mage’s College, the Thieves’ Guild, a temple, or a monastery; or they might have had an individual mentor. Whatever their story may be, they somehow got the attention of someone important enough to influence the king’s selection.

Religion: In this campaign, gods do not exist. Rather, the universe is run by countless celestials and fiends, each of which exerts a tiny amount of control over the goings-on in the mortal realm. The sheer number of these divine beings makes it almost impossible to know the influence of any individual. As is such, only the most dedicated religious scholars know the names and deeds of any divines. For most folk, a prayer to ‘the angels’ is offered, without naming any specific being. Fiend worship is also present in some cults and other unsavory organizations. Fiends are more apt to dominate one another, and therefore have a more strict hierarchy and social structure, whereas the ranks of the celestials are almost completely unordered.