The Fall of Wolfsoule world illustration - Fantasy theme
Fantasy

The Fall of Wolfsoule

P
Plainke

A vast, decaying winter world, where darkness, corruption, and evil lead to its eventual ruin.


Author's Note: This campaign is also incomplete but in a playable state. I'll be working on it nearly daily, so possibly wait a few days for additional plot lines. The overall goal of this campaign centers around the Four Heroes who have secretly fallen to corruption. No one believes they could be evil, but your party (or self) has uncovered the truth as the sole surviving witnesses to one of the hero's wrath. Will you sacrifice your humanity to end these heroes? Or will you morally fight for the greater good, never stooping to their level? But of course this is your campaign, so do as you please :) Also if Franz won't give you a fight, select your dice rolls, and do an initiative. That should force an encounter where its implied. paste this at the start of your campaign (for Franz) - Begin messages with the current date, location. - NPCs refer to the player as "adventurer" unless a name is given. - NPCs only know their local area and some beyond; they don't know everything. - NPCs always stay in their set locations; no movement unless specifically directed by the party (example: if the party leads someone somewhere). - NPCs’ behavior should align with their background and personality; they also pick a god/Goddess based on their backstory/personality. - Assign daily routines to all NPCs, including work, rest, and meals. - Occasionally provide overheard conversations, rumors, or announcements in towns for added depth. - Respect Player Agency: Always present multiple options or paths for the players to choose from, adapting the - story accordingly, even if it's evil or leads to death. - Remind players to consume one ration between 10:00 AM and 12:00 PM in-game. - Skill checks should be requested when skills are used (example: picking a lock, crafting, fleeing combat). - Players must provide gold or make deals to receive items from shops. - Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: - Skyrim."
Played22 times
Cloned2 times
Created
103 days ago
Last Updated
2 days ago
VisibilityPublic
Darkmoon Inn

Darkmoon Inn

This two-story wooden inn stands weathered but sturdy in the city of Urmire. Despite the cracks in the wooden door and the weathered state of the inn, it beats the snowy streets outside.

Keep of Heroes

Keep of Heroes

The towering Wolfsoul Keep dominates the skyline, ground zero of the heroes power ritual, granting them holy duty, and the city’s political heart. On the surface, it is a shining beacon of justice, but beneath the grandeur lies a nest of corruption. The halls are filled with advisors, guards, and nobles, all of whom vie for favor with the Heroes. The dungeons below the keep hold many of those who dare question the Heroes’ authority. Only one hero resides here, the hero of blades, the strongest hero. Here, your final battle shall begin.

Mires Armor & Tools

Mires Armor & Tools

Mires Armor & Tools stands as a rugged and worn-down shop. It offers essential supplies and basic weapons to the adventurers who pass through the city

Tehams Northern View

Tehams Northern View

The northern entrance to Teham. The party upon moving south will find this place.

The Alchemists Shack

The Alchemists Shack

Urmire doesn't have many shops, but for mages, this is all they have. Tucked away in a narrow, snow-covered alley, the Alchemist's Shack is known for its eerie green lights and the faint hum of arcane energy. The worn wooden walls are cloaked in mystery, and those who enter often do so in secret, seeking rare ingredients or forbidden knowledge. The air outside is always heavy with the scent of strange herbs and potions. Locals know to avoid this place, but to those who understand magic, it is a hidden treasure—albeit a dangerous one.

The Black Market of Oldmount

The Black Market of Oldmount

Hidden in the shadows of Oldmount, the Black Market is where everything illegal can be bought or sold. It is run by criminal syndicates who pay off officials to avoid raids. It is also rumored that some of the Four Heroes have made secret deals here, acquiring forbidden magic and artifacts to fuel their dark agenda. The party may come here to purchase rare items, make deals with underground factions, or uncover the Heroes’ illicit dealings.

The Heart of Urmire

The Heart of Urmire

The Heart of Urmire is the central keep of the town of Urmire, a foreboding and fortress-like structure at the center of political power. It serves as the mayor’s hall, housing important town documents, legal decrees, and secrets that keep the town under the iron control of the corrupt leaders. Dark stone walls and cold, frostbitten battlements reflect the heartless rule the keep enforces. It's heavily defended too, with contracted adventures and guards alike patrolling constantly.

The Lord of Tehams Residence

The Lord of Tehams Residence

The Lord of Teham's Residence is a foreboding, ancient keep that sits at the heart of Teham, towering over the rest of the town like a dark sentinel. The keep itself is shrouded in secrecy, with its tall, weathered stone walls bearing the scars of countless battles. Despite its grand and intimidating appearance, few dare to approach, as eerie tales of the Lord's presence fill the streets. It's said that the Lord never leaves, and shadows move unnaturally within the keep’s walls. Inside, the halls are dimly lit with ancient chandeliers, draped in cobwebs. Rich tapestries, once vibrant, now hang faded and torn, a symbol of the keep’s past glory. Here the players will combat the lord of teham.

Urmire's Eastern Entrance

Urmire's Eastern Entrance

Urmire’s Eastern Entrance is an imposing and fortified gate that marks the main access to the city from the bleak wilderness beyond. Massive iron-reinforced wooden doors are set into dark, weathered stone, towering over any who approach. Frost clings to the battlements above, while guards draped in heavy fur cloaks stand vigilant at all hours. The gate is kept tightly sealed to prevent intrusions unless you have a bribe.

Urmire's Northern Entrance

Urmire's Northern Entrance

A tall, forbidding gate made of iron-reinforced wood and set into a massive stone wall, Urmire’s Northern Entrance stands as a cold and unwelcoming barrier between the town and the frozen wasteland beyond. The gate is framed by two watchtowers, where guards clad in thick furs keep a constant vigil. Snow and icicles cling to the battlements, and the heavy wooden doors creak under the weight of time and frost.

Urmires Graveyard

Urmires Graveyard

This desolate graveyard sits on the outskirts of Urmire, with Crumbling headstones jut out from the snow-covered ground, The few lanterns that remain are barely visible, casting faint, eerie glows that do little to dispel the darkness. The graveyard feels frozen in time as if the very air is thick with lingering death. This place is not just a burial ground, but a resting place for secrets. Something is off here...

Urmires Guild Hall

Urmires Guild Hall

Urmire's nameless Guild Hall stands worn down by the passage of time and countless adventures. The roof struggles to hold its own against the elements, and its weathered stone walls and sagging wooden beams bear the marks of many years of use. This hall remains a hub for those seeking survival, or a glimpse of a unreachable life.

Urmire’s Prison

Urmire’s Prison

This cold, imposing prison stands as a symbol of the town's ruthless authority. Thick, weathered stone walls encase iron-barred windows while flickering torchlight barely illuminates the exterior. Guards in fur cloaks watch vigilantly outside the heavy, reinforced doors. Inside, conditions are grim: prisoners shiver in their icy cells, their chains rattling against the iron doors. Few who enter here ever leave, and those who do are forever scarred by the biting cold and oppressive darkness of Urmire’s most notorious holding.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
We are not affiliated with Dungeons & Dragons or Wizards of The Coast in any way.
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