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Event Explorers of Enteja - A D&D 5.5e Campaign [SatEE]



The campaign runs every 1st and 3rd Saturday of the month.

Bring your favorite set of dice, a character sheet and pencil, and the source books you're pulling your character stats from!

The Setting:
A thousand years ago the human race came to Azoce; it was an arduous journey. No story tells what they were running from, but there may not be any humans elsewhere in Enteja. The ships stopped at three other landings but the environment was too hostile to support settlers. The fourth landing was successful: at Azoce. This place was named after the feat. The ships were disassembled and used to build a small town, and the settlers thrived.

After a few generations the town grew and eventually people set off to explore. Suddenly a new race was introduced to the humans of Fourth Landing and their kin: Elves. The elves took kindly to the childlike race of humans, describing the rest of the continent, and introducing them to their allies, the Dwarves. Peace and prosperity flourished, new towns grew into cities, elven, human, and dwarven ties blossomed with trade.

This was normal for a few generations, but, inevitably, greed eventually got in the way. This ended good will between the races; the elves retreated to their homelands, barring entry to the humans. The dwarves secluded themselves as well, limiting their trade of ores and access to their mountains. Over more generations the humans bargained for ore trade and a fort, Driscilla, was built to protect that trade from banditry. This fort boasted not one leader but three, called Princes. Though they lack true royal status, the Princes of Driscilla run the city with the authority of their individual ‘armies’ and vie for power and contracts from the mines. Peace has come back to the races of Azoce; though it is tenuous, it is hopefully not temporary.

 

Season 2:

Trystine Axebeard is a dwarven caster, who
after being cast out of the great academy of arcane learning in the dwarven city of Hasgar, roamed the lands seeking esoteric forms of magic he could use to grow his own talents and seek a greater power. Such talent as he possessed brought him to the attention of the Winter King, the unseelie fey who rules the Winter Court in the feywilde. Ancient bloodlines and bargains struck from ages past have come together in this young dwarf,
allowing the Winter King to contact him, though the ancient portals between the mortal realm and the feywilde have largely been barred from passage. Cracks remain, hidden ways, and a strong ability to stand between realms as Trystine naturally possesses allowed this union to occur. Feeding on the darkness in Trystines heart, the Winter King feeds him with knowledge and a thirst. Seek the elven kings torc, and use its power to tear down the walls between the realms. Cataclysmic potential if successful, but the thought of survival is stifled in the mind of a power hungry blind man.

The torc in hand, the first part of the ritual allowed Trystine to step through for the first time into the realm of his benefactor, but also had other consequences. First, agents of the Winter Court could get through easily to the mortal realm, circumventing the Green Knight. Second, the regular tears these forced journeys created began to change the world, observed mainly through weather, but also hinted at in a glimpse of the far future some adventurers have while on Starcatcher Bay. Thirdly, the energy is tied to the soul of the first elven king that is drawn through the torc, being a fey who has been barred from returning home to the feywild. This awakens the other elven spirits of the first elves, still very much fey spirits like their king, who seek to free him from this torment.


Most Recently in Enteja....

 

Trouble on the Blackwater

Brace is a bustling hive of trader activity. Trappers, prospectors, craftsmen. Anything from the forest, mountain, or river moves through this town to Duke’s Landing or other cities. Money talks in Brace and when something disrupts the flow of that money, it threatens every guild and hunter South of the Elber Mountains. The town may seem like a backwoods shanty town with trodden mud streets, but that’s only because every decision made by the town elders is run by cost to benefit. The heroes are here in answer to several postings about the town needing help to restore river traffic once again. Attacks on boats have increased in frequency of late, with many rumors of culprits racing about. The pay is 50gp per hero of the adventuring band who can secure the river trade. The only problem that you’ve found since arriving in Brace is that the surviving boat captain are unwilling to travel the river at the moment for three reasons: They cannot find a large enough crew to man their boat (rivermen refuse to risk their lives). They may not have a boat at the moment (already sunk or stolen). Or they might not have a boat that can safely travel the unusually shallow river. The only boat, The Coarlee, is open for use with one condition: The heroes have to work the punts. Red can’t find a crew, but has a great reputation and is known for being knowledgeable about the river. In dire need, he can call on a couple of old boat hands to help, but the bulk of the work will be done by the heroes. 


Skill Level: Intermediate
Skill Details:
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