Session 1 Lo (which took place upon the Eleventh day of the Second month of the year Twenty-hundred, ten, and eight)
The Old Man and the Mute Goliath

Personal Journal of Narp Nightnester, Gnome Necromancer

(author of "Forgotten Realms: Geofinancial Inequity in This, Our Modern Society, As It Pertains to Inherent Tyranny in Class Structure")

My comrades, Twinkletoes and Rudy, were at sea for some time. My small frame made finding my sea legs that much more difficult and I was quickly reminded of the brutal force of nature and saw in a symbol of the current autocracy. We landed and made our way to the queue to enter the city of Freeport. Beast were abound, both tied up outside the city walls and in front of me, in line. Rudy, a kind hearted dwarven youth, was quick to speak to the dragonborn in front of us, who revealed himself to be a sailor with three days shore leave. He intended to go back to his wife to fulfill…desires. I prefer to think of them as diversions to keep him from realizing that he and his loved ones are under the boot of those with power.

After being called a "leach on society" by the clerk granting passage into the city, Rudy nearly entered into slavery with the local smith guild. I am confident that the young dwarf will learn much from me. He has a good heart, like mine. Beyond that, we share nothing. This can be amended. Twinkletoes spoke with a pale-scaled monstrosity that led the three of us to meet a crippled man riding upon the back of a mute goliath. We were hired by this elder to escort him and his goods northword. Rudy has his heart set on mountains. Twinkletoes offered much support for the boy, and I only hope he can provide such care once he realizes the mountans are not there. 

Not long into our journey through the planesour caravan was attacked by four lizards with taloned toes and razor teeth. We dispatched them with great efficiency, I am want to tell you, and both Twinkletoes and myself partook in acquiring the fangs of the foul things as trophies. 

As we settled down for the night in a rest area not far from the battle, the old man attempted to convince me to partake in a plot to take money from poor people short on hope. He may have convinced Twinkletoes and Rudy appeared to be thinking on the matter, but my mind is clearly made up. 

Welcome to the Wildlands Campaign!
The Rules

Rule One:

  • You are an adventurer because you feel a strong call in your bones to adventure. The boredom of a calm life doesn't appeal to you – you are driven to leave behind the safety of civilization and explore the wilds to make your name. Regardless of what drives you, you are driven. You choose where to go and what to do. There will be a handful of obvious choices, but you don't by any means need to take them. The adventure is in your hands.

The Rest:

  • Players can suggest or join sessions on an at-will basis. There is no assumed set party – characters can adventure in many different groups.
  • Each session is presumed to be self-contained. Players venture into the wild, find or are found by adventure, and return home each session.
  • New characters start at level 1. Characters keep whatever gold and XP they earn from session to session, and characters may (until further notice) group with other characters of any level.
  • Every character starts each session in Freeport. If characters have not returned home by the end of the session, they automatically return after play has ended.

    • Exceptions from this rule is frequently made to accommodate longer adventures spanning over multiple sessions.
  • Players are penalized a cost of 1GP/Lvl per mile they must travel back home after the end of a session.
  • The world of the West Marches persists beyond each session. If players have made a change in one session, other players will see that change if they follow the same path in a later session.
  • The town of Freeport is, for whatever reason, safe. Adventure is found beyond civilization's edge. Characters can rest here between sessions and come to no harm. Likewise, there is nothing of interest for you back across the Great Sea. Adventure is found in the wilds beyond.

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