The New Lands – A Dungeons and Dragons Medieval Story

As I was going through some old papers, I found an old Dungeons and Dragons campaign. As I went through more papers, I found a second, more detailed campaign I started called The New Lands!

I know I came up with this campaign at least 20 years ago. Since then, I don’t really have much interest in following through with this campaign or story. Without rewriting and completing it, it isn’t of much use.

I thought I’d put this world up on the internet or Hollywood could make me some royalties!!!!!

The History of The New Lands

For more sunsets than any Barbarian can count, Barbarians populate the land. As time went along, more Barbarians populated the lands. Fights between who owned what broke out, forming “Bla-beesh-tah-wahs,” or simply, clans. Wars became routine.

Certain clans gained special abilities, which they created for war, but many found useful in daily life.

Ancient Barbarian scripts show “The Night of Black” followed by “The Night Evil Is Born.” After many days and many nights, word began to spread about strange deaths in Bla-beesh-tah-wah Difno. Difno was the strongest clan at the time.

The Map of The New Lands for a D&D campaign story I created over 20 years ago!

Clans Begin to Fall

Before the other clans could get together to find out what was going on, one by one, the clans fell. Accounts of “Men with Bones” and “Exploding Fire” wiped out tons of men. Women and children were at no mercy to the new enemy. The clans were pushed North, and for the next many days and nights, a dark presence covered the land.

Tapcan the Great Adventurer decided to take on the Graven Sea. No one had ever crossed it. He was determined to do so. After losing half his crew fighting a giant squid, he landed on untouched land. He reached an area he couldn’t pass and named it Tapcan’s Unpass. He ventured on for many days and nights, taking notes of all the luscious land. Upon reaching a mountain range, Tapcan realized how worn out his men were and decided to turn around and go back to Clopia.

When he reached the lake, his men encountered a small band of skeletons wielding weapons. Tapcan lost more of his crew battling the skeletons. Tapcan ordered an immediate retreat to the ship. A fireball flew from the forests and killed more of his crew.

Some skeletons killed and captured a few more crewmembers in the chase. As the ship was leaving, arrows flocked the ship, killing more men. Disease killed almost all of the rest of the men on the way back to Clopia.

The King of Falencia, who funded Tapcan’s adventure, was devastated to find his son wasn’t one of the lucky 4 that returned. With vengeance and dreams of vast, great wealth, he began to build a fleet and army to conquer the New Lands.

New Lands News

Word spread quickly of the new land. Everyone wanted a part, if not all, of it. After many years of just trying to cross the Graven Sea, the best fleet any Barbarian had seen made it through unscathed. Sponsored and manned by King Ramsey III of the country Euratets, he researched the route more than anyone else ever did. He also paid every man handsomely who ever tried to cross. Euratets had the most powerful navy, but the army was moderate.

When his armada hit land, the takeover begun. King Ramsey won his first few encounters with evil effortlessly due to overpowering numbers. Things got more tough the deeper they went. He encountered powerful magic that even his most powerful mages had a tough time handling.

Battle after battle, King Ramsey fought on. The final battle occurred at a stronghold at the base of the largest mountain in the Tapcan Mountain Range. This is where the first and last encounter with “Magus” took place. King Ramsey III’s men heard fallen enemy speak of Magus, and one captured mage spoke of Magus’s whereabouts shortly before he aged sixty years in sixty seconds. That mage spoke of Magus’s Stronghold and where it was before he died.

King Ramsey lost many men traveling around in and about the mountains. HIs men highly supported him as he was very rational with them and lived among them. Plus, he lead many great battles thus far.

Eberklands
An old D&D campaign I created I have no use for. Here is the map of Eberklands!

Attacking Magus’s Stronghold

Once King Ramsey’s scouts found Magus’s Stronghold, preparations began for the siege. Nothing could prepare them for the challenge the Stronghold encumbered. Hordes of undead met them on approach. When they were within sight of the Stronghold, many traps and more hordes appeared. Arrows volleyed and boulders rolled down the mountains like a wild bull annoyed by a pesky wolverine. King Ramsey’s weakened army were tired when they reached the castle, but with King Ramsey being the first at the wall, they pushed on.

The wall was a difficult task, so difficult, it looked like they might have never taken it if a large group of huge, burly men wielding hammers and axes didn’t show up. They rolled over the right side of the wall with the speed of cheetahs! With their help, they were able to get into the stronghold.

A few minutes after taking the wall, three black clouds formed over the Stronghold. Three beams shot into the highest tower. Everything ceased to witness the extraordinary occurrence. The beams dissipated after a couple minutes and the fighting resumed.

King Ramsey and his men drove through the Stronghold all the way up to the tallest tower. A tall, dark man stood over a cup and saucer. He was looking down into the cup with his hands over his head, palms facing the intruders. A fireball spawned from the cup, followed by numerous magic missiles, and a lightening bolt right at King Ramsey. King Ramsey’s master mage, Colin the Magical, casted Magic Shield a moment too late. The fireball connected.

Heavily armed skeletons began to come out of door portals. Ramsey’s knights encountered them. Bigby’s Interposing Hand halted the heroes’ forward movement until Colin casted Bigby’s Crushing Hand! King Ramsey’s most trusted Cleric, Dreyfus Hanbane, healed up Ramsey with Cure Critical Wounds.

The Battle In the Tower

Flar the Loon, a great ally of King Ramsey who had an awesome control of wild beasts, rolled in with his new polar bear friend and many eagles. Many eagles darted for Magus, but a barrage of Melf’s Acid Arrows came from Magus’s left and knocked the eagles off course. Flar, noticing this new threat, charged the source as a shape came out of the air. Before it took full shape, the bear had it pinned to the ground and was having its way. Magus reached over and grabbed the bear with his left arm, casting Shocking Grasp, shocking both the bear and Flar.

Out of the corner of Magus’s right eye, he saw King Ramsey charging. Magus quickly pulled away. King Ramsey’s sword sliced the air where Magus’s arm once was. Magus pulled out his sword from beneath his robe and one-on-one combat begun.

The room flew of blood, bones, and magic for the next few minutes. When skeletons stopped coming, the magic disappeared, and blood of Magus’s Aorta was spurting like a horny medieval teenage ejaculation! King Ramsey stood arched back, a slice of blood dripping down his armor. The sky slowly started to clear as a cheer waved from the tower on down.

As King Ramsey’s men were exiting the Stronghold, they were attacked by the Barbarians that were once on their side. Good thing there were only a portion of them left, for King Ramsey and his men were very tired.

Settling in the New Lands

When they got back to their ships, some of them destroyed by the assaults by the undead, King Ramsey ordered most of his men to head back and spread the word of New Lands. King Ramsey would stay with some men and start a new settlement. The people of Euratets were the first to arrive. Growth was quick with the fertile lands.

Elves found their place in the Lionel Forest, named for the first elf to build a home there, Carpanal Lionel. The Dwarves found their mainstay at the Tapcan Mountains. Everyone else intermingled through the New Lands.

For helping him, King Ramsey III gave land to those who wanted it. Klak the Destroyer, Flar the Loon, and Dornan the Rockbruiser all received their own states. He also split up Magus’s artifacts for safekeeping. Over time, Klak grew old, but kept his land very disciplined with strict laws. He has rich land, but not many to work it. Dornan got along with Kings Ramsey III, not as much with IV, and V, but VI isn’t to his pleasing. Ties grow weaker with time between Dornan and Ramsey

Flar the Loon…well, no one really knows what happened to him. He disappeared after helping King Ramsey III set up his first settlement, and no one has seen him since.

Magus’s Artifacts

Magus’s cup, saucer, sword, and blood all have been taken to well protected sanctuaries away from Mt. Magus. From scriptures and words spoken from former Magus followers before they aged 60 years in 60 seconds (all of his followers were human), researches have gathered that when the five stars align, Morpha, Andra, Guardia, Uthera, & System, Magus’s artifacts can all be placed on top of Mt. Magus and great power will be born into the one who collects the artifacts and places them there at the stars’ alignment.

No one knows what the power could be, whether it’s control of Magus’s Army, his powers, the power of his mage that cursed the cup and saucer, or many other possibilities. Many believe the secret is kept behind Tapcan’s Unpass.

Recently, the Cup of Sorrow was taken. The five highest priests of the land, known as The Covenant of the Five, have gathered to figure a plan to retrieve the cup and protect the blood, saucer, and sword. Rumor has it that King Ramsey VI wants to collect the artifacts because he believes they are all safest with him.

The Rulers of the New Lands

King Ramsey VI rules Ramsey. His great-grandfather, the leader of a clan in Clopia called the Euratets, left to explore and establish new grounds in The New Lands. He was on the first ship after Tapcan explored. Ramsey VI has been successful as King, is somewhat fair, but his random tantrums have become more frequent. Ramsey VI protects the Magus Sword.

Rufus Dornan the Rock Bruiser rules Dornan. This dwarf adventured with Ramsey III, his best friend. He tries hard to succeed and will do anything to do so. He doesn’t get along with Ramsey VI – he thinks Ramsey VI is a tool. Dornan is the Keeper of the Magus Cup.

Klak the Destroyer rules Klak. An extremely old human at 105 still able to fight men decades older than him. He’s known for his anger and tenacity. He wants his lands to be very prosperous, but can’t figure out why people won’t move to his land. He was the best of the best warrior back in his day. Klak is the Keeper of Magus Blood.

Flar the Loon rules Flar. No one knows too much about this man. Although human, no one ever saw him age. He randomly would make animal sounds and act like a random animal…maybe this lead to his ability to control hundreds of them at a time. No one has seen or herd from him for the past year. He helped Ramsey III destroy Magus. He is the Keeper of the Magus Saucer.

Towns and Cities of The New Lands

Fort Ragnork of the New Lands
Map of Fort Ragnork of an old D&D campaign world I began to create, but lost interest in

Ramsey: The capital of Ramsey! Also the first major city in the region, the past 72 years have lead to an explosion of wealth for the city. The mountains contain ores, the river feeds the crops outside the city, and it’s near the ocean. King Ramsey VI governs the city and the country. All races meet here for activities and trading.

Kartat: Gnomes populate this town. Occasional visitors visit to see what kind of new contraptions they invent. It has one inn called the Big Inn. It’s the only building in the town that can fit a humanoid larger than a gnome.

Cor: A breeding ground for new recruits for forts Karl and Curth. A nice village that supports the forts also with food an metals.

Flora: The place to go for vacations, honeymoons, and getaways! The city is filled with top notch housing, the only legit police force, fishing boats, and all sorts of fun! It holds the annual New Lands Fair.

Nisten: Nisten has no route leading to it. The New Lands used it to hold criminals until they broke free, killed all the guards, and took the facilities for themselves. Formerly called “Prison Camp,” the leader of the revolt, Craig Nisten, renamed it for himself.

Dornan: A city that no one bothers to move there anymore. It has nothing great, just the basic needs. Its The New Lands alcohol capital.

Jamestown: Originally a fort (Fort Jamestown), Klak the Destroyer saw the only way to get his area growing was to have less of a military presence. But the military way of life is still pretty strong!

Flar: Not many travel to Flar. No one even really knows what’s there. Flar the Loon was put in charge of the area, and that’s all anyone knows. The land is still very wild.

Riverside: This town is by the river! It’s the newest official town in The New Lands. The leadership there is looking for guard force and new ideas. Contact Gerald Casperado if interested.

City of Larenok, a Dungeons and Dragons city for The New Lands!
Map of the City of Larenok of an old Dungeons and Dragons campaign world I began to create, but lost interest in

Key Players in The New Lands

Gregory Longshethe – Always willing to tell a story but even more willing to hear new ones. Longsheathe will hold his head high to any adventure…as long as he has protection! He makes his way through battle driving his opponents with instruments and voice. If need be, he’ll draw out his sword and fight. If need be. A showman, his favorite outfit consists of red leotard pants, a yellow shirt with a white, poofy chest, and a red bycocket with yellow feather. He has gray eyes and well-kept light brown hair and a long beard coming a point. His one battle scar under his right eye and he makes sure to let everyone know how he got it!

Griva Naveli – Not too much is known about this Elven thief for hire. She gets what she wants, including her high price. She’s worth every penny! She wears a dark, navy blue cloak, pant, and shirt combo with a utility belt. She has very light skin, short blonde hair, and striking blue eyes.

Tanor Masthammer – Born to crush everything in sight, everyone avoids him after a few drinks! He picked up his first warhammer at the age of one and a half! At the age of 16, he won his first “Rock Crushing Competition” in the “Single Swing” category crumbling a “Small Class” boulder into 46 pieces! Any encounters he has usually result in his enemy coming out flat in the end. He dons a blue robe with his family’s crest – a warhammer. A skull cap covers his head with hammers instead of horns. He wears a light blue tunic with a belt. He carries a gem encrusted warhammer and two smaller hammers. His hair and beard are dark red.

Harold Gungpuk – Not too smart and commonly mistook for a young bugbear. Extremely clumsy with words and normal thoughts. Newly allied with The Lister Guild, Harold Gungpuk was only accepted because of endless whining to the Lister Guild Boss…his father. Lister Gungpuk told him that if he wants to be accepted by the res of the guild, he must do something to earn their respect. Although he would not be able to steal from a baby, he’s determined to make his father proud of him. He wears tan shorts and a white, long-sleeved shirt and sandals. His belt has six daggers.

Nicoli Minstri – Teased by many as a kid because of his huge noggin, Nicoli Minstri went down the path of magic at an early age. Very agoraphobic, he found solace magic and found it easy to absorb. Mainly using magic to “return favors” to his childhood accomplices, he avoids trouble in a rapid rate. He was recently named, “Wizard to Keep Your Eyes on” by the Academy of Merlin. He always has his big wizard book and quarterstaff. Warts populate his ears and nose. His clothes are bright red to try to distract from the warts.

Krone Livan – A soldier from Fort Karl exiled for brutally killing his captain. Krone believes his captain raped his wife, but had no evidence proving so. He was imprisoned for three years before he broke out of Prison Camp during Nisten’s overthrow. His wife is no where to be found, and he is hoping that his journey leads him to his wife. He’s an extremely handsome fellow, expert with spears of all types. Tattoos cover his shoulders.

The Bla-beesh-taw-wahs (Clans) of The New Lands

All members of clans have their clan symbols tattooed on their upper backs. Many have it on their weapons and shields as well. They speak Common loosely, but have a “Barbarian Tongue.” These clans were in existence long before the Tapcan Exploration, and were kept subdued unknowingly by Magus. Magus had been secretly kidnapping various members of various clans and using their bodies and souls to fuel his immortality and power.

Difno: Once a powerful clan, Magus saw the clan as a threat to his domination of the region, so he sent his army to finish them off. They became weak. Slowly, their claimed a foothold where they’re at now.

Ragnan: The clan most skilled on horses, the one thing they lack now is the number of horses. When the new settlers came and took the land, they also took the horses! No other group of people come close to the Ragnan’s ability on horses.

Flanto: The most religious, Clan Flanto fight with the holy fist. Their clerics and bishops hugely support the fighting force and they are the most respected clan, especially among warrior-types.

Dafno: Difno’s former sister clan and best allies. Dafno turned to hate Difno after losing so quickly to Magus’s Army. Although they were defeated too, it wasn’t nearly as fast or devastating.

Runt: The Clan of Runt is the most vicious, most evil clan of all. Its members, known as Runts, are bothersome to everyone and everything. Ironically, they do whatever their leader desires…how does he have such control over such miscreants?

Glendo: The most powerful clan. The four leaders, all brothers, worked to get their own clans and then combined them.

Hahnpen: Although relatively weak, its river borders are well protected. They only let merchants into their land, and they’re only allowed in for days at a time.

Sarnok: A small clan of skilled warriors. They have had multiple heroes that have fought as many as eight men at once! Some question their true origin.

Shidoh: A resourceful and inventive clan, they have won some battles due to last second ideas. They are the first owners of the first catapult among the clans!

Kemshahk: Though they hold a small piece of land, many have trouble reaching their mountainous villages. Moved from Sopan Mountains. They prefer peace. Fighting is an absolute last resort.

Aarr: The only clan not hated by the Elves of Lionel. They have some help from the elves sometimes. The most civilized of the clans.

MeckMekk: Have you ever heard of the battle axe? They have! It’s all they use! The host athletic competitions and let everyone enter except their enemy clans.

Magus’s Artifacts

All of Magus’s Artifacts have been indestructible. A lot of resources have gone into destroying them but to no avail.

Magus’s Cup of Catastrophe: The first artifact created by Magus. He originally wanted this cup to be his only drinking cup. Made of gold, it stands 12 inches high, and it’s mouth diameter is about 4 inches. Anyone who drinks from the Cup of Catastrophe when any liquid is poured on it while it sits on the Saucer of Sorrow dies.

Magus’s Saucer of Sorrow: The second artifact, it was made to accompany the Cup. Also made of gold and is six inches in diameter.

Magus’s Blood: Before Magus’s last stand, he had enough blood drawn from him to fill the cup. The blood is inseparable.

Magus’s Sword of Silence: The holder of the Sword of Silence becomes bound with the sword. The sword has its own set of “eyes” and can protect the owner at its own will. The sword is not necessary to resurrect Magus.

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