Waverider Story - Campaign - Author's Notes
Estoria
The crossroads of trade and diplomacy.
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| The harbor was never silent. Even at night, when the moon cast a pale sheen over the waters, Estorio Ventura groaned like a beast that never slept. Chains clattered as crates swung from ship to dock, sailors cursed in half a dozen tongues, and gulls screamed overhead as though mocking the whole city. |
| Cassian Drovus waddled through the docks, his silks straining against his belly, flanked by two sweating slaves balancing sacks of grain. He barked orders at dockworkers who ignored him, for louder voices were already shouting. The smell of tar and fish clung to everything. |
| At the Golden Market, braziers lit the stalls where men from across the world haggled. A northern fur trader boasted of wolves slain with his bare hands. A desert merchant whispered of saffron more precious than gold. In a shadowed corner, an ivory idol passed from one hand to another, no questions asked. |
| Above the noise, the Governor's tower loomed, its torches burning late into the night. In the tower's high chamber, ambassadors dined in strained civility, their toasts as sharp as drawn blades. Smiles were wide, but eyes were knives, and every servant at their table belonged to someone else's spy network. |
| Down below, in Lowshore's alleys, a different kind of business thrived. "Whisper" Varos stood at the Black Wharf, voice soft as the lap of water against wood, as a boat unloaded crates bound for no market. Men leaned in close to hear his words, close enough to feel the edge of his hidden knife. |
| And beyond it all, in the dark steppe north of the city, the orc villages burned their lamps low. The Grashkaar harvested grain under the stars, patient and silent, their numbers swelling like the tide. |
| Estorio Ventura thrummed with noise and greed, a city where gold flowed like wine and daggers were always near at hand. In its shadow, the future of the east waited to be decided. |
| Story |
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| The Exotic Market struck first with its smell. Spices from the desert rim, sharp as fire on the nose, tangled with the sweetness of honeyed fruit and the musk of caged beasts. Smoke from braziers curled in the air, carrying the scent of roasting meat over the din of shouting traders. |
| A man in lacquered armor displayed blades etched with runes, swearing each had drunk the blood of a sorcerer. A pale northerner sold wolf pelts as thick as carpets, claiming they came from beasts the size of horses. Beside him, a desert woman in gold bangles spooned saffron into tiny jars, each worth a fortune, while her bodyguards glared at anyone who came too close. |
| Farther in, silk merchants unrolled fabrics so light they floated on the air. Courtesans wandered the crowd like living advertisements, perfumed and painted, their handlers haggling as though they were fine porcelain. In another lane, slavers displayed their stock: towering warriors from the steppes with iron collars, pale-skinned northerners taken in raids, desert girls with kohl-rimmed eyes, dancers from far jungles with painted skin, even a pair of children with unusual silver hair paraded like curiosities. Buyers circled them like vultures, prodding with sticks, testing teeth, haggling over price. |
| In a shaded alcove, a veiled trader displayed caged creatures: a monkey with feathers instead of fur, a serpent with three glittering eyes, a bird whose song shifted with the mood of the listener. |
| Amid it all, gold changed hands with the clink of metal, notes of credit were signed in hurried scrawls, and watchers lurked in every shadow. The Exotic Market was not only a place of wonders, but a place where secrets and souls were traded as easily as spices. Here, a careless glance could cost a man a purse, a fortune, or his life. |
| Story |
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| Rain slicked the marble steps of Ambassadors' Row, blurring the torchlight into smears of gold. Inside, the banquet hall smelled of spiced wine, wet cloaks, and distrust. |
| Ambassador Calvus Merian of the Great Empire raised a glass with the grace of a man who knew daggers were aimed at his back. "To friendship," he said, voice flat as a ledger. His eyes never left Yelvara Krenn of Shuthar, who sat opposite him with her ever-present notebook, her smile too thin to be polite, too sharp to be kind. |
| The music was soft, almost drowned by the rain tapping the high windows. Servants moved among the guests like shadows, their faces blank, their trays heavy. Each one was a pair of eyes, a listening ear. Some worked for the ambassadors, some for Nerra the Spider, and one, it was said, for the governor himself. |
| When a messenger slipped Calvus a folded letter, sealed in green wax, the hall seemed to stop breathing. He read it without blinking, his hand tightening imperceptibly on the stem of his glass. Yelvara closed her notebook, as though the letter had already been written in its pages hours before. |
| The feast dragged on with the clatter of silverware and false laughter. Behind every toast was a threat, behind every smile a bargain. When the guests finally filtered into the courtyards, the night had grown heavy with fog. Cloaked figures lingered beneath the arches, trading slips of paper, pocketing rings, whispering names. |
| The governor's guards paced the outer street, armor shining in the rain, but they were there for show. Everyone knew the real city lay in the shadows - in the hidden rooms, in the coded glances, in the silence between one word and the next. |
| In Estorio Ventura, diplomacy was just another mask. Behind it, the knives never slept. |
Description
Estoria, Jewel of the Outer Sea
Estoria was never founded for fertile fields or quiet lives. It is a frontier colony, carved into the southern steppe not for grain, but for ships and silver. For the Empire, it is the eastern keystone: a naval port to guard trade routes, a market for exotic wares, and a diplomatic stage where enemies and allies alike keep watchful eyes on one another.
Land and People
The land is harsh, flat steppe broken only by scrub and dry grass. Farming is a constant struggle, and the few settlements outside the capital survive more by imperial subsidies than by their crops. The colony imports almost everything, food, stone, timber, and of course, slaves, to feed the city and its fleets. The legion garrison numbers in the thousands, but even this is little more than a show of strength. Everyone knows it is too small to stop a real threat.
Eventually, trade reached a level where the harbor was too small, so a second naval base was built, Port Invicta, and some military activity was moved there.
Estorio Ventura
The capital, Estorio Ventura, is a roaring harbor city, its name meaning "Estoria the Bold." Wooden piers stretch like fingers into the sea, always crowded with ships of every shape: imperial war galleys, fat-bellied traders, sleek corsairs with pardoned letters, even distant merchantmen from kingdoms most imperials barely know. The air is a storm of salt, tar, sweat, and spice.
The streets are a chaos of languages and colors. Slaves from across the world are bought and sold in shouting markets, fine silks change hands in shadowed alcoves, and gold pours into brothels and taverns that never sleep. Behind the noise and color, however, lies the pulse of power: every great nation has its ambassadors here, and every one of them is surrounded by spies who watch each other as much as they watch the colony itself.
Districts of Estorio Ventura
The Iron Docks
The beating heart of Estoria, always thunderous with sailors shouting, chains clanking, and crates smashing open. Imperial war galleys moor at the inner docks, while merchant vessels jostle for space farther out. Dockworkers are mostly slaves and convicts, overseen by whip-cracking taskmasters.
Ambassadors' Row
A broad avenue of walled palaces, each flying the colors of a foreign power. Inside, it is all masks, whispers, and veiled threats. Every guard is a spy, every servant a listener. At night, cloaked figures slip through hidden doors to carry secrets across the city.
The Golden Market
A sprawling open-air bazaar where caravans and ships alike sell their cargo. Stalls of spices and cloth fill the air with color and scent. Deeper within, the Exotic Quarter gleams with rare gems, ivory carvings, exotic beasts, and slaves more expensive than palaces.
Soldier's Ward
Rows of barracks, training yards, and smithies ringing with hammer blows. The legionnaires here are disciplined but weary, many dream of transfer back to the mainland. The ward is orderly by day but seedy at night, when soldiers drink, gamble, and brawl in the streets.
The Slums of Lowshore
Where sailors, smugglers, and thieves make their homes. Narrow alleys smell of fish, tar, and sewage. Fights are common, disappearances more so. The city guard rarely enters unless in force, and every shadow is for sale.
Taverns, Inns, and Houses of Vice
The Gilded Anchor
A cavernous tavern where captains strike deals and merchants flaunt their wealth. Bribes slip across tables as often as cups of wine. The walls are lined with ship-figureheads taken from pirate vessels.
The Broken Trident
A rowdy dockside tavern infamous for knife fights. Its floorboards are scarred by years of spilled ale and blood. Sailors claim no ship sails without first buying a round here, for luck or for courage.
The Sea Nymph's Veil
A brothel with silken curtains, scented oils, and girls and boys from across the world. It doubles as an information market, for the courtesans whisper into the ears of ambassadors and admirals alike.
The Sailor's Wife
Where The Sea Nymph is about luxury and quality, The Sailor's Wife is all about cheap, fast, no frills. It's staffed by cheap slaves, and provide sexual service to anywone who has silver and can handle the dirty conditions.
The Ivory Cup
An inn known for serving the finest imported wines and food. A favorite haunt of spies, masked nobles, and traders seeking private arrangements. Beneath the main hall lies a secret gambling den.
Shady Corners
The Rat Pits
A bloodsport arena hidden beneath a warehouse, where desperate men fight caged beasts before crowds of gamblers. Losers die, winners are sometimes enslaved anyway. Rumor claims the pits are backed by one of the ambassadors.
The House of Painted Veils
A hidden cult shrine disguised as a spice warehouse. The cult worships a foreign sea-goddess and has begun to spread among sailors and merchants, worrying both the governor and the priesthood of the Empire.
The Black Wharf
An abandoned dock, burned years ago, now used by smugglers. At night, boats glide in with forbidden cargo, weapons, fugitives, stolen artifacts. The governor's men know of it, but every raid ends with the wharf mysteriously empty.
The Black Market
In Estorio Ventura, the Black Market is not a metaphor, it's an actual underground market, selling illegal and stolen goods. It's a public secret, but Guvernor Varro is hesitant to strike at it, as it would rock the boat too much.
Diplomacy and Spies
What Alborum once was to senators, Estoria is to ambassadors. When kingdoms seek to meet far from their borders, when emissaries want a neutral stage, Estorio Ventura is the place. Palaces built along the Ambassadors' Row are less homes than spider-nests, filled with secret tunnels, coded documents, and hidden rooms for meetings never meant to be seen. No one admits to running spies here, but everyone does, and the governor spends half his energy ensuring the city does not drown in intrigue.
The Governor
The colony is ruled by Governor Lucan Varro, a hard, pragmatic man sent from the capital. Varro runs Estoria like the deck of a warship: no tolerance for slack, no patience for weakness. Corruption thrives in the alleys and harbors, but never within his walls. He knows his garrison could not survive if the Grashkaar orc hosts ever marched, so he leans heavily on diplomacy, trade, and the strength of the fleet.
The Market
The heart of Estorio Ventura is its market district. Ships unload by the hour, goods flooding into vast warehouses before being sold on. Much of it is trade that never even enters the Empire: spices from the east sold to western merchants, gems from the south bought by northern princes, or slaves purchased by warlords with coin minted in distant lands.
While most goods are bought and sold by the shipload, there is a bustling market for smaller amounts as well. The Exotic Market is famed even within the Empire itself. Here, the finest goods the world can offer are on display: caged snow-leopards from northern peaks, ivory statues carved by jungle kingdoms, jeweled earrings stripped from queens, silks woven so fine they seem spun of mist, exotic slavegirls fit for any harem, the finest craftsmanship. Fortune-seekers come to Estoria less to see what they need than to see what they never imagined existed.
Personalities in Estorio Ventura
Merchants of Estorio Ventura
Cassian Drovus, Imperial grain merchant, sweating and rotund, always dressed in fine silks a little too tight. He buys every sack of wheat or barley he can, hoping to ease the colony's food shortage, but often sells it back to the legion at inflated prices. Known for shady backroom deals, but well protected by guards.
Lady Shavara Morn, A jewel and gem trader from the eastern jungles. Tall, veiled, and always attended by silent bodyguards, she deals in stones so rare even emperors covet them. Whispers claim her gems are cursed, mined from the tombs of ancient kings.
Orrin Thalvek, A northern fur trader, boisterous and loud, with a booming laugh that fills taverns. He claims to have wrestled dire wolves and sells pelts as proof. His true fortune, however, comes from trafficking rare alchemical reagents hidden in his cargo.
Jevran al-Taref, A spice merchant from the Desert Rim. Slim, soft-spoken, and perpetually polite, he controls shipments of saffron and cinnamon worth more than gold. Many suspect he is also a spy, but no one can prove it.
Ambassadors
Ambassador Calvus Merian (Great Empire), The Empire's official voice in Estoria, lean and hawk-eyed, wearing imperial crimson at all times. A loyal servant of the Emperor, though he despises the colony's filth. Constantly clashing with the governor over authority.
Ambassador Yelvara Krenn (Kingdom of Zanakwe), A woman of almost black skin and piercing eyes, notorious for her cold wit. She represents the Zanakwe, but her real focus is watching every other ambassador. Rumor says she keeps a book recording every secret she learns.
Ambassador Orzik Kharvol (Twin Cities), Stocky and hard-drinking, he claims his presence is for "trade" but spends more time gambling in the Ivory Cup. Known to hire mercenaries for shadowy errands, and his homeland's hunger for slaves makes him a constant negotiator.
Ambassador Ramaniju (Mataraaj), Dressed in black and crimson silk. He speaks always politely, but drips with menace, and few trust him. His mansion is said to hide ritual chambers where his people's strange faith is practiced.
Criminals and Shadow Figures
"Whisper" Varos, A thin, scarred smuggler lord who speaks so softly that people must lean in to hear him, a trick that makes them vulnerable to his knife. Controls the Black Wharf and runs contraband from slaves to stolen relics. Protected by a web of bribes.
Nerra "The Spider" Korrin, Mistress of an information network running out of the Sea Nymph's Veil. She poses as a madam, but her courtesans are spies, extortionists, and poisoners. She sells secrets to the highest bidder, playing ambassadors against one another.
Druvak One-Ear, A former legionnaire who deserted, now running the Rat Pits. Scarred, brutal, and half-drunk most nights, but shrewd enough to survive. Hated by the governor, but too connected to crush without starting riots in Lowshore.
Malvos the Albatross, A pirate-turned-fence, missing an eye and a hand, yet always smiling. He buys stolen cargo from raiders and resells it to legitimate merchants, "washing" it into clean trade. Some say he secretly works with an imperial admiral, skimming profits both ways.
Relationship with the Grashkaar
Relations with the Grashkaar are outwardly calm, but always taut with unease. Orcs do not raid, nor do they trade. They keep to themselves, yet their numbers swell, their farms spread, and their villages creep steadily south. To the governor, they are a puzzle: too peaceful to treat as an enemy, too useless to treat as a partner, and too dangerous to ignore. Many in Estoria quietly wonder if the orcs' patience will hold forever.
Possible Secrets
The Governor's Leverage
Governor Lucan Varro outwardly serves the Empire, but he secretly holds compromising information on several senators and admirals. Estoria's "neglect" by the mainland may not be oversight, it may be deliberate protection in exchange for silence.
The Hidden Vault
Beneath the governor's tower lies a sealed chamber said to contain something brought from the homeland generations ago, a relic, perhaps, or a weapon of terrible power. Only the governor and his most trusted officers know its nature, and even they avoid the vault after nightfall.
The Market's True Master
Everyone knows the docks and the markets are ruled by smugglers and merchants, but few realize they all pay quiet tribute to one unseen figure known only as The Broker. No one has ever met him. Some say he is a council of merchants, others that he is a centuries-old exile of the Empire.
The Ambassador's Game
The ambassadors of the major powers are locked in an intricate spy war that has gone far beyond politics. The secret truth is that one of them, perhaps the Mataraaj, perhaps Zanakwe, has turned part of the city into a shadow embassy, with its own laws, soldiers, and prisons hidden beneath legitimate buildings.
The Harvest Blight
Estoria's struggling farms fail more often than they should. Some say the soil is cursed, others claim the Empire deliberately poisons it to keep the colony dependent. A few farmers whisper that the Grashkaar to the north send spirits to wither imperial crops in vengeance for old wars.
The Dead Admiral
A portrait in the governor's hall shows Admiral Cassian Dravere, founder of Estoria's fleet. He died at sea decades ago, yet witnesses claim to have seen him walking the docks at night, unchanged by time. Some believe he still commands the fleet in secret, others that his ghost protects the colony from unseen threats.
The Cellar Man
Beneath the Sea Nymph's Veil brothel, in a locked cellar few know exists, lives a man who speaks in riddles and never dies. His blood is said to foretell storms and trade winds, and the courtesans keep him hidden, letting him drink the blood of customers who has had too much wine. The governor suspects something, but even his spies can't locate the door.
The Hidden Map
Among the archives of the Ambassadors' Row lies an unmarked map showing a chain of islands east of the known seas, too far for any ship to reach. Some say it's an old fantasy; others whisper that the Empire already knows the way, and Estoria is merely the first stepping stone.
Adventure Hooks
The Governor's Dilemma
Governor Lucan Varro fears his garrison is too weak to defend against a sudden Grashkaar swelling across the border. He secretly hires adventurers to scout orc villages, but when the party arrives, they find the orcs peaceful - until they discover an ambitious young orc chief stirring his kin to abandon restraint. Do the heroes stop him, encourage him, or report back to the governor?
The Disappearing Ships
Three merchant vessels never returned after sailing from Estorio Ventura, yet no wreckage is found. Pirates are suspected, but whispers say an ambassador's faction is behind it, eliminating rivals through "quiet accidents." The party must dive into both the sea and the tangled politics to find the truth.
The Silent Effigy
One night, the effigy of the Withheld Blade in Urganmaar is stolen. Grashkaar elders claim the Empire is behind it, while the Empire suspects steppe raiders. Both sides teeter on the brink of war. Adventurers are hired to find the statue before accusations ignite bloodshed.
The Smuggler's Coin
"Whisper" Varos, the smuggler lord of the Black Wharf, has begun shipping forbidden weapons upriver toward the steppe orcs. Someone in the Empire wants a secret war. The party may be tasked with intercepting the shipments - but must decide whether to expose the patron or use the weapons for their own gain.
The Rat Pits Champion
A mysterious fighter in the Rat Pits is defeating every challenger, even seasoned gladiators, without killing them. Rumor whispers he is a Grashkaar youth, testing himself in secret. If discovered, the fragile peace between colony and orcs could collapse. Do the adventurers help him hide, or expose him?
The Spider's Web
Nerra "The Spider" Korrin approaches the heroes with an offer: uncover proof that one of the ambassadors is secretly plotting an assassination in Ambassadors' Row. Yet every step into her web reveals she may be the real instigator, manipulating them to eliminate her rivals.
The Broken Trident's Secret
During a barroom brawl at the Broken Trident tavern, the floor caves in to reveal ancient tunnels beneath the city - tunnels older than the colony itself. Hidden chambers, strange carvings, and a treasure sealed away by forgotten builders lie below, but someone powerful already knows what's down there.
The Grain Riots
Failed harvests and greedy merchants spark riots in Estorio Ventura's streets. Soldiers fire into crowds, mobs storm warehouses, and the governor demands order. But the Grashkaar fields north of the border are overflowing with food. Will the heroes smuggle in orc grain to feed the city, or keep the two peoples apart?