The Four Home Bases

Each base gives the same campaign a different opening key. Pick one; the spine (see the campaign overview) reaches all of them. Full gazetteer detail for each is on the Realms pages.

Alpha

The courtier’s start. The party arrives at the capital by ship, among the would-be lords petitioning Ericall’s court [Alm-Alpha]. Work comes from the crown and its factions.

Oceansend

The hard-port start. A city a year out from under occupation: released thieves, war debts, a guild in the shadows, a prisoner of state, and a king who trusts mercenaries because his own coup was one [Alm-Oceansend].

Leeha

The folk-tale start. The party begins as locals of the halfling shire, a safe, likable river town with trouble in its tunnels and its swamps [Alm-Leeha].

Two Lakes Vale

The isolated-frontier start. A single hard-pressed barony between two mountain lakes, at the edge of the wilderness, under Baron Maltus Fharo [Gander-Dom] [CM2].

Choosing and mixing

A one-table game picks one base. A larger campaign can run two bases in parallel (two parties, or one party relocating) and let the threads converge at Tier II, when the regional shape of the conspiracy becomes clear. Whatever the base, by the end of Tier I the party should have: a patron, a reputation, and one hard clue that their local trouble was lit from outside.