
“Yes, I’ve known Cillamar. The green jewel of the north, its high spires and low ditches, the Tower looming above all. What a loss it is, to see it held beyond a wall of magick, merely because of the fickle wars of the gods.”
So this week, I was enticed to join up on a blog carnival event hosted by Daemons & Deathrays. The topic is simply “Time marches on”, which made me instantly think about the City of Cillamar.
The City ended up as part of my sandbox campaign world mostly because I was planning on possibly running one of the Castle Whiterock modules from Goodman Games. I picked out names for locations from the modules, and riffed the rest as we went along.
From those humble beginnings, with a great deal of grandiose and unplanned improvisation, came Cillamar City. And in the last crescendo of last winter’s campaign, it was cast into turmoil, and lost within an impenetrable shield of magic. I’m actually working on making it into a megadungeon/adventure setting of its own, since I know that the players want to return to their old haunts eventually.
In the document below, the notes on current Cillamar described what happened to the City because of player’s actions and choices.
I meant to include a short single-player freestyle adventure as part of this post, but things started expanding out of hand. I’ll probably post that later once I finish it: it’s a nailbiter of a story, set in the last days of Cillamar City before the Battle at Wormwood Square.
Cheers,
AMP
DCC location – Cillamar City
Map of Cillamar City (colorized)
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