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Campaign Setting: Karamekois

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Overview Back when I started playing D&D this was the " Known World " described in the Expert Set and what we used for our early games.  Later it became known as Mystara.  I have made a few adjustments to make it my setting for a traditional Tolkienesque world. History Legends tell of the great Dragon Empire of the High Elves that stretched from coast to coast and the rise of the Orcs, and the empires own infighting that brought about its doom.  No one knows where the Orcs came from some say the vainest of the Elves compared themselves to the Gods and were cursed.  From the empires ashes rose the feudal kingdoms of man.  These are the lands of the Known World that battle for survival. Races Common: Human (Variant & Standard), Sylvan Elves, Dwarves Uncommon: High Elves, Hin (Halflings) Half-breads: Half-Elf, Half-Orc, Dragonborn (children of dragons), Tiefling/Genasi (Half Djinn), Gnome (Half-dwarf) Grand Duchy of Karameikos Government: Monach, the Gr

Ghosts of Saltmarsh a Player Guide

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Welcome to Saltmarsh Our story begins in Saltmarsh, a nondescript fishing village tucked away on the southern coast of the Grand Dutchy of Karameikos that sits on the precipice of destruction.  Here smugglers guide their ships to hidden coves, willing to slit the throat of any who cross their path.  Cruel monsters gather plotting beneath the waves.  The cult of a forbidden god extends its reach hungry for fresh victims.  Drowned sailors stir to unnatural life, animated by the cults dark magic.  While Saltmarsh slumbers, the evils that seek to plunder it grow stronger.  Heroes must arise to keep the waves safe! A Brief History of Saltmarsh Years ago Karameikos campaigned to the north leaving the southern Baronies open to plunder. Pirates and smugglers slowly took over the south building a loose confederacy of Merchant Princes in the Minrothad islands. Saltmarsh suffered as the village succumbed to piracy and slavery under the cruel confederacy.  Suffering a number of defeats in