Aramoorian Campaign

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I finally dug out my character sheet to discover the name of the place where our characters in this campaign are from, rather than constantly referring to it as the pseudohistorical campaign.


Aramoor is a small country in this fantasy world that was recently conquered by the Nymerian Empire. Prior to being a vassal state of the Nymerian Empire it was independent, and prior to that it was a province of the neighboring country of Talistan. Aramoor is, geographically, a highly prized region not only because it has excellent horses, but it also borders on the pass that leads from the Nymerian Empire into the neighboring Empire to the east. (Sadly, I can’t remember the name of this other Empire.)

Relations between the two countries are not hostile, as each Empire benefits from trade with the other. The Empire to the east is inhabited by people known as Trin, or colloquially/pejoratively referred to as Gogs. However, there is a rebel element in the Trin Empire that seeks to overthrow their emperor.

Our adventure begins with our group, all Aramoorian nobility of one stripe or another, being deployed to guard the city that borders the trade route between the Nymerian and the Trin Empires. The city, and us as its erstwhile guardians, has been under assault from a rebel group led by Voris, the Wolf for several months.

This is where our campaign started. Our first session covered a raid by the forces of Voris the Wolf on our encampment outside the city. Our second session picked up with the after-the-battle scene, caring for the wounded and reinforcing our defenses. One of the characters, Prince Valtran, met with the representative from the Trin Empire. Through one means or another, Prince Valtran decided to lead a small group of men in an incursion to attempt to capture or kill Voris.

For this dangerous mission he selected five other men. However, the Lord Mournblade seemed to think it was a better idea to stay in camp and plot against Prince Valtran. Together with the emissary from the Trin Empire, the five Aramoorian men set out under cover of darkness into the wilderness to attempt to find the Trin Rebels’ encampment.

The first obstacle we encountered was the neighboring river, which several people nearly drowned in. Natural obstacles like rivers and cliffs always seem a bit problematic, as it seems like they are all-or-nothing. Who wants to die on a cliff on their way to doing something important? Not to mention you’re entirely at the mercy of your dice for success.

We passed through the river with a series of ten swim checks each. Our Cleric nearly drowned and we found him coughing up water downriver. After resting a bit we set out through the wilderness. The emissary went before us, using bird calls to identify his position. We nearly lost track of him but one of our characters had hunting dogs who easily figured out where he had gone, and I signalled the rest of the party (who had fallen behind) via bird calls.

The emissary led us, after about two hours of travel, to the location of the Trin rebels’ encampment. There we were ambushed by two enemy guardsmen, but quickly dispatched them. We then studied the layout of the place. It was a huge encampment with space enough for at least a thousand men, likely more. In the middle of the encampment was a pavillion which we surmised would be the tent of Voris.

Prince Valtran decided to lead us into the enemy encampment to ambush Voris and kill him. Valtran’s brother, Tor, prepared several poisoned daggers for use on Voris. Although we were successful in making our way to Voris’ tent, we were identified by several rebel Trin who we had to dispatch silently, and we all took some damage… Our session ended with us outside of Voris’ tent, all badly wounded, debating whether to attempt the suicidal task of attacking Voris and if there was even another option…

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