Mysteries of the Dahlnu Wastes
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Details
- Time Played: 2016-Present
- Historical Era: Dawn Age
- System: Dungeon World, modified
- GM: Jason
- Players: Alex, Jason B, Jeff P, Josh
Summary
This is a long-running campaign that is suitable for one-shots and hex crawls. Malocia is so rich with history and adventurous context, that keeping it as an unclaimed wilderness suits many campaign needs. For this reason, it may never be reclaimed!
Once, the Dahlnu Wastes were called the Dahlnu Valley, separating the elevated Barigor Mountains to the north from the elevated Emerald Coast and Cape of Dark Waters to the south. In those days, the valley was frequented by travelers and home to many strange magics. Then, during the rise of The Old Gods, something terrible happened. Barigor Ning, in service to Serukh, god of Night, battled with army army of the Vashar. With an unholy miracle, Serukh utterly destroyed the valley, leaving it so ruined and uninhabitable that it began to be called the Dahlnu Wastes.
Now, decades later, some of the bravest adventurers begin to explore the Wastes, not knowing what twisted nature, strange ruins, and lurking evil they may face. Our band of heroes will have assembled, possibly from all across Vashad, in a remote town on the border of the Wastes. From there, they will strike out and seek their fortunes, or their dark fates!
Canon
Nothing is yet canonized from this campaign.