Dungeon Tycoons! Or Kwitty Odighizuwa Esq. & Co.'s Adventures in Radical Capitalism: A Campaign Overview

"Is there anything as torturous as the life of a noble? Better to have been born a street beggar, to have a short life but one full of stories! Now let's make something of ourselves!" - Kwitty Odighizuwa, Esq.


The old age of adventuring draws to an end. There are still treasures to be found, adventure to embark upon. But hitherto, adventurers have been little more than itinerant mercenaries, scorned by all classes. They are labeled murderers, thieves and hellions. How could they not behave in this way? The common folk cast aspersions on them, and the elite exploit their labour and talents. Proud as these adventurers might appear, they are their master's fodder.

But that shall change! Eons of turmoil have molded the us into a civilized people. We will create a world where titles and lineage matter not, whereupon it will be one's abilities and merit that will determine their fate. The forces of capital and industry will propel us into the future! Call yourself not an "adventurer", a tool to be tossed about and discarded by your employers. You will henceforth be a shareholder, and participate in your own rulership whether your birth be as pauper or princess. You and your fellow shareholders will be able to use your plunder to invest in your community, to mold and develop it as you see fit. While all kingdoms fields turn fallow and their rivers dry, ours will be a city upon a hill. 

Adventurers unite! You have nothing to lose but your subjugation!

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This is an overview of Dungeon Tycoons! Or Kwitty Odighizuwa Esq. & Co.'s Adventures in Radical Capitalism , a Dungeon World West March campaign. Dungeon World is a Powered by the Apocalypse (PbtA) roleplaying game, sharing a system with other games such as Apocalypse World, Urban Shadows and Monsterhearts. Like other PbtA games, Dungeon World emphasizes easy-to-learn rules, player autonomy and a "story-first" emphasis. It's a high fantasy game of adventure, mystery and politics. It is directly inspired by its older, more tactical-wargame minded sibling Dungeons & Dragons.

Why Dungeon World instead of the more established Dungeons & Dragons? I've found Dungeon World to be more streamlined in many aspects, whether that's learning rules, creating characters or playing through combat sequences. It deliberately trades in the wargame elements of D&D for something more adaptable and flexible (ex. there's no initiative system, how scandalous!). Additionally, the disparity between low-level and high-level characters is much less drastic than in D&D. There are many goodies to unlock at the higher levels, but low-level characters can still access many fun Moves and are always  able to contribute significantly, in combat or otherwise. 

A "West March" is a type of long-term campaign that accommodates a large number of players, and even different groups, playing within the same campaign. Players, rather than the DM, dictate how the session will go: which "locale" their party will visit, as well as what type of adventure they will embark upon. All players will be united by a base-town and an overarching goal to improve this base-town with their earned resources. Player Characters will be "shareholders", and can decide to either keep or invest their personal resources into Kwitty Town. Mechanically, as the town improves, increasingly powerful and interesting items, resources and people will become available to the PCs from the base-town. Fiction-wise, as the town grows in size and prestige, the PCs collectively increase their global reputation and autonomy, eventually allowing them to rival any despot or warlord. 

The West March model has several advantages over the traditional campaign model, where the same group of players meet on a recurring basis. Firstly, and most vital, it has a flexible meeting system for players. There is no set time that each session occurs, just whenever enough people (and the DM) want to play. The West March model was created with people who have a tight school and/or work schedule in mind. There's a low level of commitment as well: one player can try and join every session possible, while another might join a session every 2 or 3 months. Both work perfectly fine. Second, there's no set number of players. Each individual session will have a fixed number of players, but the campaign itself will not. One session might have 5 players, the next could have 4 different players, and the overarching world still functions and progresses. Finally, each session can be individually tailored to the players that come. So whether a session is spent creeping around a haunted mansion or swinging through a tropical jungle is up to the group!

Capitalism: An Intriguing But Untested Economic System

Kwitty Town is a charter town founded by the titular Kwitty Odighizuwa, Esq. Kwitty was a member of a noble Pangolier (humanoid Pangolin) house until he was banished as a result of a disastrous military campaign. With a huge chip on his shoulder, Kwitty set out to build his own "free" community that would show his family, and all the other nobles, just how obsolete they are. Kwitty Town is located in the far northwest reaches of the Kingdom of Owatsu. The progressive and empathetic Queen Naglita has given Odighizuwa a chance to succeed in his "fascinating little experiment". It's not too much of a bother for the Queen anyways, as Kwitty Town is in a remote part of her domain. The soil is rough, the weather temperamental as well as sitting right in the crossroads of the most dangerous parts of the kingdom. It wasn't like anyone else was going to purchase the land anytime soon.

And so the ramshackle but ambitious township begins, little more than a few shacks at the moment, with the exception of the fanciful "Estate-House" where Kwitty resides. The town isn't much to look at otherwise, but Executive Chief Kwitty believes that adventurers are "fixer-upper" types. The current buildings are just hovels, stalls masquerading as general stores and blacksmiths, and a hole-in-the-wall excuse for a tavern. 

As PCs go on Quests, they will find treasure in the form of capital, loot and other valuable resources. At a quest's end, they can choose to keep what they found or invest it into specific establishments within Kwitty Town. Investments will cause establishments to "level up", growing in capability and quality. The general store will have a better selection of items for example, and the tavern will begin attracting interesting folk from farther away. There are many establishments that are nothing more than ideas right now that PCs can bring to life.

You don't have to travel far from Kwitty Town in any direction to come across a location rife with danger, mysteries and treasure, perfect for adventuring! These locations, or "Locales", offer a continually updating series of quests that any enterprising party can embark on. Quests vary from defeating a dangerous foe, to rescuing a lost person, to extracting a key asset and more. Successful quests come with rewards, and even failed quests can net PCs loot, experience and information. 

Locales & The Grid System

Locales are the different regions adjacent to Kwitty Town that a party travels to while undertaking Quests (though they could choose to go to a Locale without a Quest, if they wanna just check it out or hang out or something). Each locale has a completely different environment, population and aesthetic. Put all these elements together and each locale has a "theme". For example, The Forest of Absurdity has the theme "arboreal fantasy", contrasting with Metropolitan Coppolaville's theme of "urban crime". The Forest has fae creatures, roaming animals and natural/wild magicks, while The Metropole has turf wars, shady smugglers and corrupt officials. The party can determine what type of adventure they want to go on based on what locale they choose. 

Further diversifying locales are the gridded maps that each are charted on. Each locale grid is laid out differently and follows its own set of rules, which reflect how the locale functions. For example, the grid map for The Forest is completely shuffled for every adventure, due to the chaotic fae forces working within. Meanwhile, The Metropole has a few locations on the grid that have fixed locations; the Metro Police HQ or La Casa di Rat Mafia won't move outside of extreme circumstances.

I've incorporated gridded maps into more and more of my Dungeon World games. Rather than making these campaigns more "gamey" or "crunchy", these grids have given my players more ability to plan and make decisions about their adventures, while keeping everyone on the same page. Exploration is more streamlined and less ambiguous, while encounters are kept fresh and unpredictable. 

Initially, each locale has 4 factions of more-or-less equal influence. Each faction has goals that may or may not interfere with the others. Thus, factions fight, ally, betray, and parlay with one another. Over time, some factions will dissolve while new ones rise. Two factions may merge into one, while an unstable faction could splinter. A faction could annex or assimilate another into its folds. Factions are primarily regional affairs but they are also part of the national and global political ecosystem; when the Queen declares a new dairy tax, each locale will be affected in its own way. PCs will play a large role in the sphere of factional politics, having profound effects upon which groups prosper and which decay.

Locale Guide

The Forest of Absurdity

[Theme: Arboreal Fantasy]

An ancient fae bastion, The Forest has brought wonder and confoundment to outsiders for countless centuries. The mysterious, ever-shifting nature of The Forest, as well as its eccentrically powerful natives, have successfully protected it from invasion and development. Because of The Forest's remote location and baffling properties, it has been a historic landing spot for refugees, fugitives, and hermits. In its long life, there have been a handful of occasions where a single polity has "conquered" The Forest from within. Inevitably these petty chiefdoms and colonies wither away or are assimilated into the native population itself. 

Map: The magic of the fae and The Forest itself cause all of its locations to shift between adventures. Where one adventure you find a serene river, the next time it may house the den of ravenous creatures.

Factions:

The Fae Folk - The enigmatic indigenous people of The Forest, the fae are infamous for their alien morality and seemingly arbitrary customs. Yet the fae claim to understand a particular brand of logic that very few mortals could ever comprehended. It is this logic that allows them to navigate and perceive The Forest while others become lost. Stay on the fae's good side and your trip to The Forest can be manageable, if not entirely pleasant. Cross them, purposefully or not, and find yourself marooned in a labyrinth of trees.
Standard Encounters: Bashful Nymphs, Playful Woodland Creatures, Mischievous Pixies, Perplexing Puzzlers, Friendship Ponies, Contemplative Trolls, Courtiers of the Bean Queen

Sentinels of the Weald - About two centuries ago, a cadet branch of a now forgotten Human noble house marked The Forest for a colonization effort. The branch's major members, along with their officers and servants, accompanied them in this task. They set their flag in the forest soil, and learned from the mistakes of their development-minded predecessors. Instead, they sougjt a more harmonious relationship with The Forest and its inhabitants. Over the years, this had the unintentional effect of slowly metamorphizing the branch from feudal nobles into committed naturalists. Their culture is syncretic, with old regime traditions reinterpreted for a new environ. With their previous life forgotten, the newly-christened Sentinels actively repel anyone seeking to cause discord in The Forest, now the only home they remember. 
Standard Encounters: Rollicking Rangers, Esoteric Druids, Literal "Hedge" Knights, Gregarious Gardeners, The Tree's Guard, Analytical Arborist, Open-Air Tavern

Gerblin Gambling Commission - It wasn't but a few years ago that the Gerblin Gambling Commission was one of the central factions of Metropolitan Coppolaville. Street gambling was ubiquitous in The Metropole, but the G.G.C. ran all the fancy high-roller business: slot machines, blackjack, roulette, the whole deal. But the G.G.C. got greedy, even by gambling house standards. They kept skimming more and more off the top, rigged harder, and even resorted to full-on scammery. The other big fish in the pond had enough tomfoolery, and it was this coordinated backlash that did the G.G.C. in. In the past, if the Commission got in trouble with one faction, it could just hide behind one or two others. But this time they had a whole lot more enemies, and no friends. The G.G.C. was subject to raids, whackings and bombings, from the highest kingpins to the lowest card dealers. To evade extinction, they hopped town and ran into The Forest, where they knew that even the most vengeful city slicker wouldn't pursue them. Believe it or not, the G.G.C. has been doing well for themselves in their new home, and now they don't even have to tangle with the law or gangsters. The old time Forest residents don't mind either; gambling is a vice of the civilized world, why would The Forest care?
Standard Encounters: Gerblin Poker, Blackjack Blackjack, Prussian Roulette, Claw Game, "Free" Dog & Pony Show, Determined Desperado, Bachelor Adventuring Party, Destitute Martin, The Prize Corner

Hakubatsu Clan - Out past the western seas, on The Flowering Archipelago, the fierce and proud clans have been at war for centuries. Much the same as on this continent, factions have formed, risen, split and crumbled during this period of conflict. For every triumphant story, there must be one of defeat. So is the tale of the Hakubatsu, whose allies abandoned them at the last moment, leaving them fully exposed to the complete force of an enemy coalition. Resoundly outnumbered, the Hakubatsu performed an almost incomprehensible maneuver. Rather than stand and defend their homeland, they fled when they had the chance. Survival was placed before honour, and so the Hakubatsu avoided annihilation. This "ignominious" act ensured that their exile would be permanent. Now they stake out a living in The Forest, trying to discard the code they violated, but old habits die hard. 
Along with the typical mastery of the katana, naginata, and yumi as commonplace with other clans, the Hakubatsu signaturely employ a wide variety of grenades in their arsenal. 
Standard Encounter: Wandering Samurai, Bored Ashigaru, Rhetorical Monk, Solemn Duel, Tea Time, Laconic Fisher, Delinquent Children, Grenade Proving Ground



Metropolitan Coppolaville 

[Theme: Urban Crime]

Ayyyy can you believe it?! No kiddin, the big city! People and places as far as the eye can see, without a single dull moment! It's the perfect place to grab a bite to eat, catch a show, and then experience firsthand the sprawling systemic nature of organized crime. For some reason, if you put enough people together and build enough buildings, it turns everyone into a hotshot gangster. I'm no sociologist, but I do know if that you can make it here, you can make it anywhere, if by make it, you mean comprehend a system of bribery and intimidation that prevents you from being victimized at the cost of your morality. Ammonini! What, you're saying the city government should step in? C'mon kid, they were the first gangsters here! Everyone else is just following in their footsteps. Despite the rampant, multifaceted criminal war, most residents of Coppolaville have no intention of moving. After all, how could it get any bettah den dis? Now help me move these rugs. 

Map: The street layout of Coppolaville is permanent, but what's on each street changes with each adventure. Entire businesses and families can relocate in a matter of days. There are five static locations that never move, the HQs of each faction and a "Demilitarized Zone", the tongue-in-cheek name for the ruins of the old city hall directly in the middle of the city, which is now the site of a 24/7 free-for-all. 

Factions:

Metropolitan Coppolaville Public Health & Safety - Yeah, the government's got their clamps on every part of the city, but it's the M.C.P.H.S. that's got their clamps on the rest of the government. See, this little organization consists of not just the cops, but the health department and their inspectors too. You've got the hard-nosed enforcers and cold-blooded bureaucrats working in the same offices, eating at the same diners. It's a terrifying combo of muscle and paperwork, one that even the other branches of government are powerless to stop. You want to elect a reformer to City Hall? Good luck when all your supporters get arrested, and your headquarters condemned. Unions? Yeah yeah, sounds like a whole lot of "violent subversives" and closed factories to me. If there's anyone who can stand up to them, it's the people slinking away from their grasp, the criminals themselves. Good friggin luck.
Standard Encounters: Belligerent Beat Cop, Rancorous Riot Police, Sniveling Informant, Meticulous Health Inspector, Bewildering Bureaucrat, Perpetual Propaganda, "Routine" Stop, Undercover Health Inspection

Rat Mafia - It's like the Mafia, but with rats. Three-piece suit, big cigar and a big ole fucked up fedora makes these flashboys unmissable. These jabronis lust for a life of limelight and luxury, and are willing to go to any lengths to attain it. Their hedonism is funded by extortion, smuggling, illegal operations, while anyone standing in their way gets a switchblade to the back, a shotgun slug to the front, and a cannoli sent to the nearest of kin. The folk who live in Rat Mafia dominated neighborhoods feel a mix of fear and reverence towards The Family. It's why the common folk are willing to pay up and submit to these gangsters, just so long as their tommyguns stay pointed at someone else. When the Rat Mafia isn't busy fighting a war with some other faction, they stay busy with violent civil conflicts. Do what ya gotta do, just keep your lips sealed and don't be a spider! (Spiders, obviously, are the symbolic animal of snitches)
Standard Encounters: Swaggering Mafioso, High-class Hitmen, Trusted Associates, Low Level Thugs, Wannabe Gangsters, "The Wife and Kids", Exploited Prizefighter, Petty Pugilists, Opulent Party, Spontaneous Drive-By

The Orphans - The Metropole's constant civil warring leaves many children parentless, or basically abandoned. More often than not, these lost children are sucked into the draconian orphanage system, juvenile prison, or just straight up ignored. The best option they have is to join a posse of other lost children, gaining the closest thing they can call to a family. These youth gangs have been a Coppolaville phenomenon since the early days, but times are changing; the youth gangs are centralizing. Unionizing. Fighting under a common banner, instead of holding down a single street corner or building, these young thugs can take over entire neighborhoods. What they lack in material or experience they make up for in numbers; chase a couple of these hooligans off and they'll return a dozen strong. The main thing holding them back is the short-sightedness of youth, the concern for short term victories and petty posturing over any long term gains. But as some veteran Orphans enter their 20s, that might all be changing....
Standard Encounters: Child Mob, Pickpocket Posse, Juvenile Jeerers, Slingshot Snipers, Nimble Kneecappers, Totalitarian Teen, Back Alley Bacchanal, Schoolyard Scuffle

The Watch - Some of the honest, hardworking citizens of The Metropole decided that they would no longer bend the knee to any street gangs. Without any tangible protection from the government, it was time to take matters into their own hands. So the bravest and most powerful among this contingent formed "The Neighborhood Watch". Armed with a makeshift arsenal and homemade costumes to hide their identities, they set about to drive off the extortionists and loan sharks from their neighborhoods. They were successful, and when the gangs retaliated, they stood their ground and waged war. So far, a stunning victory for the common folk, superheroes brought to life. Except, as the fighting continued, the Watch began evolving. They were risking their lives for the people who couldn't, or wouldn't, defend themselves. Shouldn't they be getting more than scant praise? Some actual, material rewards for their hardships? And so, if you wanted protection from these caped crusaders you had to pay up. And Gods help you if they discovered you were associating with any other faction, or simply just disapproved of the watch's methods. Eventually, the "Neighborhood" part of their name was dropped, since they became a fixed presence. The Watchers have gained much territory and influence in their ascent, but have lost their sense of irony.
Standard Encounters: Vicious Vigilantes, Condescending Collectors, Misanthropic Monologuer, Surveillance Superhero, "Just Us" League, Sardonic Sidekick, Self-aware Savior 


Carwycrth Manor

[Theme: Gothic Horror]

The historic home of the once revered Carwycrth family, a famous and revered clan known throughout the nation. A mainstay in noble affairs, it came as a shock when the entire family dissolved within the space of a decade. Rival factions had appeared within the family, each with a different idea of who should control their properties and assets. When bickering and squabbling led to a stalemate, these splinter groups turned to the most forbidden and heinous means to give their side an edge. Ultimately, these very pursuits wound up destroying those who attempted to wield them, and the family members who had any sense left scattered to the wind. Because the Carwycrth decline happened so rapidly, many of the treasures and secrets of the clan still lie intact within the manor's walls. But any fortune seekers need be forewarned, because the machinations of the Carwycrths have led to new occupants claiming the manor, each cabal pushing for an endgame that will transfer the locale permanently...

Map: The influence of dark magicks has turned the insides of The Manor completely erratic. Maps will be of no use, as the very layout of The Manor will be totally unique for every adventure. As the party explores the interior, they will chart out the estate room by room, many rooms having special properties, ranging from the mundane to the horrific. There will be opportunities to ascend or descend different levels of The Manor, leading rooms that are particular to certain levels. [If you think this sounds just like Betrayal at House on the Hill, you'd be right. Shoutout Avalon Hill!]

Factions:

Carwycrth Revenants - Not every Carwycrth kinfolk left The Manor, at least not completely. Some cannot leave, forever anchored to this locale. These were the Carwycrths who tinkered with forces that lie beyond the domains of Life & Death. Sometimes this was on accident, the Carwycrth so obsessed with familial victory that they did not realize the siphoning away of their humanity. Sometimes it was deliberate, relatives who were willing to shed any trace of their mortality so long as they could bind themselves to the estate. Many members of this group aren't even Carwycrths, but the servants and associates that the family have taken with them into Unlyfe. The Revenants claim that they have total authority over The Manor, as they are the only true family members left on the grounds. Is this stake not valid regardless if they be breathing, shrieking or gurgling?
Standard Encounters:  Household Haunt, Ghoul Servant, Pissed-off Poltergeist, Corrupted Carwycrth, Soul Snatcher, Banshee Ball, Spectral Supper

Changelings - Other Carwycrths sought power beyond their mortal grasp but did not want to confer with the occult to achieve it. This side of the family believed that such tactics were too primitive, too heretical, or just too desperate. Rather than dark magicks, these Carwycrths turned to the forbidden sciences, where their potential would not be contingent on reticent dark patrons but on their own knowledge and ability. However, they never stopped to think just why certain scientific procedures were prohibited. They were too preoccupied with successfully claiming The Manor, and there were no shortage of  servants and neighboring peasants to serve as unwitting science experiments. What these empirical Carwycrths failed to consider was that they would become just as warped and altered as their subjects...
Standard Encounters: Ambivalent Abomination, Charismatic Chimera, Human/Fish Hybrid, Mad Scientist, Rad Scientist, Dr. Monster's Frankenstein, Botulism Betty, Evil Ethics Committee, Laboratory Lair, Repulsive Research

Vampire Coterie - There's a real crisis going on in vampiric real estate. Old manors keep getting bought up and refurbished by the nascent capitalist class. Ruins of castles and tombs continue to be appropriated by other monsters; liches, dragons and whatnot make for poor roommates. It shouldn't be surprising then that the fall of the Carwycrth clan presents a golden opportunity for the local vampire populace. They've put aside their petty family feuds for the moment, as that can wait for the time where everyone at least has proper coffin space. 
The term "vampire" is an umbrella label. It describes nobility who transform into bats, who are masters of seduction and deception. It also covers quasi-superheroes with incredible speed who sparkle in the sun. And let's not forget the savage, almost animalistic creatures that screech and claw, feeding on flesh as well as blood. That's only a few types, and yet all are willing to adhere to a common vampire identity so long as it gets them The Manor at the end of the day. This ain't no masquerade. 
Standard Encounters: Diabolical Draculas, Sullen Cullens, Bellicose Bloodsuckers, Naive Newbloods, Hematophagic Hotties, Tightly-Controlled Thrall, Blood Wine, Wine Blood, Blood Whine, Vampire Council, The Hunt

Progeny of Gameittisas 
Everything on in the Mortal Plain follows the cycle of Life/Death/Rebirth, from the smallest creature to the largest star. When this cycle is broken, subverted, a nasty miasma begins to take hold. Every wonder why this world feels so corrupt, so hollow? It's because it should have died millennia ago, when the civilizations of a bygone golden eon stood tall. The end of that era should have coincided with the end of all things. Instead we find ourselves here, twisted and backwards, mewling facsimiles of our ancestors. 
The commonfolk, The Inebriated, are obsessed with their pittance of a world. For seeking progress, resolution, they have killed us, chased us out of their uncivilized lands. Our only refuge is in this den of monstrosity, where the barbarians dare not enter. I pity them, for they will not survive with the coming of a new gilded age. They do not comprehend that when the forest grows withered and rotted, a fire is necessary so that the next generation of seedlings can grow.
Gameittisas is the one God that answers our cries. While the other Gods stay ensconced in celestial darkness, Gameittisas speaks to us, It desires our world for their hunger. But for this grand meal, the world must be properly prepared. In its current state, it is still too raw, too malformed. We are the Chef, the world is our Dish, and Gameittisas our Customer. In return for an exquisite meal, The Famished One will grant us safe passage unto a new world, where we will be as Kings! As Gods!
Standard Encounters: Aspiring Acolyte, Crazed Cultist, Sacrilegious Soothsayers, Dedicated Doombringer, Loquacious Leader, The Agonizing "Altered", Sacrificial Ritual, Macabre Mass 

Masangwa Island

[Theme: Tropical Swashbuckling]

Take a boat north through the Indigo Delta and on the horizon you'll spot Masangwa Island. Come closer and past the white sandy shore you'll witness an endless jungle; rising above the treetops is the imposing Kapangang Volcano that begot the island millennia ago. As impenetrable as the jungle looks from the outside, the interior is a surfeit of life and activity, flora and fauna familiar and strange. The island is full of intelligent life as well, thousands of natives as well as explorers, merchants and pirates. Outsiders come to seek treasure, refuge or just a vision of paradise. Ruins of ancient civilizations and bygone peoples dot the island if you look hard enough. These ruins may hold secrets long forgotten, language and power that have been lost to the shifting seas of time. Uncover these mysteries at your own peril...

Map: The physical locations on the map are pretty consistent, though who or what is travelling through any area at a given time is constantly shifting. Rather than location, the notable fluctuation on the island is weather and atmosphere. Primordial forces are at work, causing abrupt changes to the weather in a short timespan. You could experience rain, snow, falling lava, and low gravity all in the course of a single day.

Factions:

Buto nang Bungo - Yo ho ho and a bottle of Zima! Pirates abound the island, dotting its coast, shores and interior. These corsairs prey on the vessels coming to and from The Island, and also sail out of the Indigo Delta to raid the high seas. The pirate population includes buccaneers hailing from all over the continent, as well as elements of the native population who were already given to banditry, and other disillusioned natives who adopted a "can't beat em, so join em" mentality. 
The B.n.B. itself is a loose confederation rather than a centralized polity. After years of in-fighting, the pirates realized that each gang would benefit from mutual cooperation. Each crew in the B.n.B. agrees to a non-aggression pact  with each other, and volunteers to engage with information sharing and trade within the network. Different ships band together to fight more powerful foes, whether that be counter-offensives by the other Island factions or search-and-destroy naval fleets. Biannually, all B.n.B. captains lead their crew in a faction-wide meeting somewhere on the Island. Occasionally this captain's council formulates long-term plans or settles internal conflicts, but more often than not this is a night of revelry and inter-mingling, an opportunity to foster a sense of community among crews. 
Not all pirates on The Island belong to the B.n.B. There are still many paulsot ships, independent pirates uninterested with joining a broader coalition. 
Standard Encounters: Boatload of Buccaneers, Rapscallion Raiders, Calamitous Cannoneers, Grievous Grapeshot, Beer-gulping Boarding Party, Pirate Party, Pirate Party!

Pyroclastic Junta - The primordial magicks that coalesce deep within the heart of The Island give rise to beings made not of flesh and bone, but the fundamental elements themselves. Elements of water and earth, yes, but also of more refined, specific stuff: steam, stone, wood, sand, so forth. Many such elements live on The Island, some even attaining sapience and speech. The most advanced are the lava elementals, who have formed what by all intents is a society, with its own politics, beliefs and culture. The lava elementals were borne of the Kapangang volcano, but as their numbers and aspirations grow, they seek more territory. Like all elementals, the lavakin seek to morph their surroundings to be more acclimatable to their type, i.e. more places full of lava. Understandably, everyone else on The Island is opposed to this lavafication process. Yet, the lavakin are feared; simply touching one is enough to scald your flesh, scarring you for life. They stand thrice as tall as most mortals, with flesh as hard as volcanic rock, and wield vicious obsidian weapons. They've domesticated the less developed fire elementals as pets and beasts of burden.
The lavakin do have an Achilles heel; unlike the fire elementals who reproduce rapidly and sporadically, lavakin reproduction is a slow and meticulous process, like the creation of their originating material. The death of a lavakin is a substantially greater blow than death among other mortal species. To this end, the lavakin have taken to hiring mercenaries of other species to engage in dangerous combat. Most often these are species that can tolerate the immense heat of lava, such as Salamanders and Fire Genasi. Mercenaries are rewarded for their effort with lava-forged gifts that only their molten patrons can bestow. 
Standard Encounters: Lumbering Lavakin, Cinderfelt Child, Obsidian Observer, Magma Manipulator, Slag Salesperson, Ferocious Fire Elemental, Sentinel Salamander, Genasi Guard, Elemental Eruption, Lava Lounge 

Boekholt Trading Outpost  - The prosperous Boekholt Orcish House, seeking to expand their fortunes, have set up an outpost on The Island. The outpost's stated mission is to cultivate the "untapped wealth" of the locale, with its vast natural resources in the form of bananas, coconuts, rice, spice, timber and other yet-to-be-found commodities. With the indigenous population recalcitrant to work for an organization that just showed up one day, the Boekholts have taken it to create their own workforce imported from Viikers, their native kingdom. These workers are indentured servants, tied to long contracts for years of tough labour in exchange for the promise of land and full citizenship at the end of their term. It is rumored that the Boekholts are also considering using penal labour as well, following the liquidation of the notorious Goldheart Correctional Facility. 
The Outpost doesn't engender many friendships, seen as a prime raiding target by pirates and either dismissed or resented by everyone else. To ebb violence, The Outpost puts its main strength, capital, into use, through bribery of the other faction, as well as the hiring of an extensive, surly private security force. Some of these guards are ex-pirates, lured by a contractual situation which promises the expunging of their criminal record after enough years of labour. 
Outpost officials and bureaucrats stand out in this locale, with their stiff wigs, thick cotton attire and drinking hot tea in the goddamn tropics for some reason.
Standard Encounters: Obstinate Official, Busybody Bureaucrat, Foppish Foreman, Exhausted Employee, Timid Translator, Grumbling Guard, Aspiring Accountant, Fortune-building Farm, Traditional Townhouse, Circuitous Customs House, Circuitous Customary Culture

Taga-Isaw Nation - Before pirates and explorers, perhaps even before the elementals, a Human population had inhabited The Island for millennia. These were varying peoples from different places, whether they be islands deeper into the sea past the delta, or from the outlying adjacent areas of the continent. Over time, through warfare, trade and intermarriage these disparate groups formed a unified ethnicity with a common language and creation story/religion centered around the Serpent Goddess Arawpangiyhan. The Taga-Isaw live in villages throughout The Island, their total population in the thousands. These villages hold close-knit communities with elder councils, shamans, regular festivals and holidays. Taga-Isaw quickly traverse through The Island, having mastered canoe-craft and navigation of internal waterways.
There have always been visitors to The Island but these days it feels more crowded than usual. Many nights you can eavesdrop on any Taga-Isaw porch, where over alcohol and card games the natives quietly debate the merits of isolation or integration. The Taga-Isaw are proud of their culture, but any onlooker can see that things have already begun to change. A microcosm of the Taga-Isaw's tricky position is their recent fixation with acquiring and training with firearms, a weapon from the outside world yet deemed necessary to protect Taga-Isaw autonomy.
Standard Encounters: Vibrant Villager, Fastidious Farmer, Far-travelling Fisher, Careful Crafter, Hospitable Homemaker, Watchful Warrior, Braveheart Berserker, Soul-seeing Shaman, Fun Festivities, Religious Ritual  


As this campaign progresses, I expect to add more features and locales. I'm not sure how long I'll be able to keep such a grand campaign going, but I'll do my damndest to make it as long as possible! 

Hope to see y'all soon! Stay adventuring! ^-^



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