Setting
Nekovka
Nestled between mountain ranges that stripe the land like the ribs of some mighty beast, heavily wooded valleys house towns and villages in the Dutchy of Nekovka. Lakes and rivers provide the best means to transport and communicate between these different communities, all of whom know that the One Hundred Gods are all that stand between them and desolation. The remoteness of some of the areas makes them suspect in their fidelity to the Theocratic Senate and to the Faith of the Hundred Gods.
The Dutchy’s central administration is based in Milano, on the coast, and barges head upriver to the three smaller towns which in turn are joined by tributaries to smaller settlements. The duke’s soldiers patrol only the main river with their fancy muskets and shining breastplates. The smaller towns must hire yeomen of their own to police the waterways and protect trade, people, and property. The Duke is more concerned with his shows of piety and popularity. He builds statues and monuments but not temples or hospitals. He puts on grand games and deadly shows but does not invest in the safety of his more remote subjects. He builds power, a giant fleet sits at harbor, awaiting the day for the election of a new Cyzar, when he can seize power, so it is whispered, or else sail across the Sea of Claws and take foreign lands without waiting for permission, or asking for it. His target – the jewel of the Free Seas, the Kingdom of Scalabar.
Whitebirch is a smaller town far removed from Milano. It sits on the confluence of two major tributaries to the Kovka river and is a hub for several smaller settlements. It is here, the campaign begins. Only three months ago, the High Cleric, Drgoslav, was run out of town, wounded, after he betrayed his post and kidnapped one of the townspeople’s daughters to use in a dark sacrifice. The town’s yeomanry has been hunting for any sign of him, the temple wants to find him and clear their names and the Darkness of Faith that they feel they are under. As if woes of the town could not have been enough, now some sort of horrendous foe preys upon the river-barge traffic between Dramsburg and Whitebirch.
The local temple begs for volunteers from among their acolytes, and folk heroes. The guilds put up rewards and pressure their members for some volunteers to seek revenge on Dragoslav the Curse from among their artisans, Entertainers. The town council calls upon the nobles, outlanders, sailors, soldiers. While the danger is cramping the income from poteen coming upriver from Dramsburg and putting criminal proceeds in jeopardy.