Isle of the Necromancer Kings

Every campaign or adventure begins with an epic story such as the tale of the Necromancer Kings. Legends and lore form the backdrop of any campaign, creating a mood and background that will inspire your players and get them interested in your world and all of the things that occupy it.

A good campaign is created like an onion, with various layers of perception and reality overlaying one another. At each layer, a party of adventurers starts with a common perception, myth, legend, or rumor and uncovers the reality or truth behind that perception. This revelation leads to a new, deeper awareness of the world, which can be again challenged in another adventure. This cycle progresses until the entire onion had been peeled away, revealing a single, terrifying truth or reality at the core that irrevocably changes the PCs’ perception of the entire campaign.

A detailed setting is extremely important to creating a vivid and memorable campaign. Sahu, the Isle of the Necromancer Kings, can easily be transplanted into the ocean of any world. Its official location is in the southern hemisphere of Toril, in a region of the Land of Fate setting known as the Ruined Kingdoms of Nog and Kadar. (Incidentally, the Old Dynasty, alluded to in Kazerabet’s tale of Sahu, is fully detailed in the Ruined Kingdoms boxed set). But Sahu could just as easily be located off the coast of Amn or the Shining South in the Forgotten Realms, another region with a legacy of powerful ancient empires.

Sahu is an ancient place, the home of two destroyed civilizations: the New Dynasty of the Necromancer Kings and the Old Empire of Thasmudyan that preceded them. It is an island of ruined cities, magical pools, and cursed lakes. Its forgotten palaces are littered with the treasures of bygone epochs and scattered with the bones of foolhardy explorers.

Sahu itself is the outermost layer of the “campaign onion” mentioned earlier. It is important that, in the beginning of the campaign, Sahu appears like “just another interesting place to adventure.” Indeed, Sahu is dubbed the “Isle of Serenity,” though the actual meaning of the word is rooted in deep antiquity. Actually, in the ancient language of Kadari, spoken by the Necromancer Kings, Sahu means something like “Serene Eternity,” an old euphemism for Death. The island’s name is another example of the contrast between conventional popular belief and a deeper, more sinister reality.

Sahu is a perfect setting for adventure, and in this section, we present a brief guide. Note that you, as the DM, can “deconstruct” Sahu, scattering its individual elements anywhere in your campaign, especially if it is primarily land based with little or no access to the sea. Finally, these place descriptions also illustrate the varied settings and contexts in which a necromancer or death priest will feel most at home.

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