On Solar Winds Campaign Synopsis: Difference between revisions

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Created page with "Tension boils between mortal races and the dragons that rule over them. Turmoil, Neglect and unforgotten misdoings have caused civilizations across the realms to distrust the current draconic leadership. These tensions have lead to a rising need for adventurers and heroes who are willing to deal with problems the dragons have overlooked. Many rulers now rely on heroics and mercenary work to solve their more dire issues. Upstart guilds have caused fledgling heroes to pack..."
 
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who are willing to deal with problems the dragons have overlooked. Many rulers now rely on
who are willing to deal with problems the dragons have overlooked. Many rulers now rely on
heroics and mercenary work to solve their more dire issues. Upstart guilds have caused fledgling
heroics and mercenary work to solve their more dire issues. Upstart guilds have caused fledgling
heroes to pack up their belongings, use their savings on tickets for a [[Solar Sailer]] and made
heroes to pack up their belongings, use their savings on tickets for a [[Sky Sailer]] and made
their ways into the void between realms to start their new lives.
their ways into the void between realms to start their new lives.


On solar winds is a campaign focused on the exploits and development of a small adventuring guild  
On solar winds is a campaign focused on the exploits and development of a small adventuring guild  
that sits floating in an asteroid belt circling [[Ten Realms]] of magical origin.
that sits floating in an asteroid belt circling [[Ten Realms]] of magical origin.

Revision as of 13:05, 23 May 2026

Tension boils between mortal races and the dragons that rule over them. Turmoil, Neglect and unforgotten misdoings have caused civilizations across the realms to distrust the current draconic leadership. These tensions have lead to a rising need for adventurers and heroes who are willing to deal with problems the dragons have overlooked. Many rulers now rely on heroics and mercenary work to solve their more dire issues. Upstart guilds have caused fledgling heroes to pack up their belongings, use their savings on tickets for a Sky Sailer and made their ways into the void between realms to start their new lives.

On solar winds is a campaign focused on the exploits and development of a small adventuring guild that sits floating in an asteroid belt circling Ten Realms of magical origin.