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Baevonia Pass: The Three Strongholds

This Aventyr Adventure location is for characters of any level.

Each stronghold is presented with information on the location, typical inhabitants, and three seeds you may use to spawn your own adventures.  

Baevonia is known throughout the land for its impenetrable strongholds and meandering, fortress-like walls that reach like arms throughout the mountains.

Baevonia Pass

Baevonia Pass is a rocky northeast-southeasterly road with steep slopes and crags looming on both sides. There are three Baevonian strongholds that protect the pass from Chonians, orc hordes, and the dead from Valindar. Each of the strongholds charges a toll to pass; a tax is also imposed on all goods bought or sold within the confines of Baevonia. The fees are justified by the protection the strongholds and soldiers provide as well as the upkeep of the road itself and frequent patrols for orcs and monsters. 

Baevonia (southwest) and Former Chonia (north & northeast).

The Three Strongholds 

Isav’s Gate. This gate and small stronghold were named after the renowned river Isav which once flowed with such great force, fish were said to leap into the hands of those who stood close to her shores. Nowadays, the river has completely dried up and Isav’s Gate is but a dusty trading post and stopover for travelers, traders, and refugees escaping the Chonian-Baevonian war. A toll is taken by Baevonian soldiers before one may gain entry. There is a small tavern with a common room to sleep in. A shrine to the Axiomatic General has been built in one of the guard’s barracks, all are welcome to pay their respects and leave an offering. Nearby rivers and streams provide Baevonia Pass with plenty of fresh water, though there’s little left once the occupants have had their fill, the trading companies barrel up the rest.
Typical inhabitants. LN Baevonian soldier, LE Baevonian Sergeant, NE nomadic trader, NG non-Chonian refugee 

  • Lost boy. One of the refugees begs the party for help. Her little boy, just 5 years old, has gone missing and she fears he wandered out of the settlement and into Chonian lands.  
  • Wandering monster. A monster has been marauding the area and people are disappearing but each time a contingent of Baevonian soldiers moves out to intercept, the monster is gone.  
  • Abnormally hot. The weather is getting unbearably and abnormally hot for this time of year and the trickle of water from Baevonia Pass is getting smaller with each passing day.  
The wilderness at Baevonia Pass.

Baevonia Pass. A proper town and trading post interspersed with the resident bulk of the Baevonian army, the appropriately named Baevonia Pass is no small stronghold. The walls themselves span numerous crags and mountain peaks while the stronghold proper surrounds and protects the town which organically spawned up around it. The Stronghold at Baevonia Pass is home to army barracks, training grounds, siege equipment yards, mining operations, trading companies, taverns, festhalls, and slave yards. There is a sizable temple and altar to the Axiomatic General here, the largest and most lavish in all these lands.
Typical inhabitants. LN Baevonian soldier, LE Baevonian Captain, LE established trader, N human trader, NG Chonian slave, NE High Priest of the Axiomatic General, NE nomadic thief, LN dweorg dwarf miner 

  • Locust idol. High Priest Katorn of the Axiomatic General offers the party 500 gp to retrieve a small stone locust-like idol from Pinnacle Rock in the K’Naghi Savannah.  
  • Strange sounds. Brigadier Lentwolt holds the pass until the three Baevonian generals return from their skirmishes with the Chonians. He is worried by his soldier’s reports of strange noises and shadows in the corridors below the extensive wall systems. 
  • Broken equipment. Siege equipment has been damaged by an unknown vandal. While the guards follow their leads, the yard chief needs someone to help repair the equipment and will pay in the form of gold or an old treasure map. 
Manu Vig, Paladin of the Axiomatic General faces off against a horde of dead at the Gate of Bones.

Gate of Bones. Named after the onslaught of undead attacks from Valindar, this gate is the last of its kind before one enters the K’Naghi Desert & Savannah where the dead roam far and wide. Most passing through this gate are coming from the desert and looking for safety from the wandering dead or the unpredictable tribal warriors of K’Naghi. The rest are traders coming to make some coin at the pass, then they bravely venture out again, in search of opportunity. A stronghold built only as a gate and army barracks, this place is sparse and utilitarian but built to withstand a fairly intense assault from the southside. As of late, the captain on duty has been sent reinforcements in the form of criminals who are in the process of being reintegrated with society; needless to say, the captain, known as Heighbron, is less than pleased.
Typical inhabitants. LN Baevonian Captain, LE Baevonian Soldier, LN Baevonian Soldier, NE Baevonian Soldier (former criminal), CN Baevonian Soldier (former criminal), N human trader (passing through) 

  • The dead. Undead forces move in the night and attack the stronghold! There’s no way out and the party’s help is needed. Play the adventure Brush with Death at the Baevonian Stronghold 
  • Healing fountain. A shrine to Vasi provides an endless supply of clean, fresh water to the contingent stationed here and even has magical healing properties. There is a riddle etched into the stone in ancient Grekian.  
  • Falling morale. The soldiers need a good diversion to help their spirits after months (and even years) of facing combat with the dead. One soldier wants to plan something special and surprise the others, perhaps the party can help. 



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Baevonian War Camp

An Aventyr Adventures location for characters of any level.

General Glatmoor and the Baevonian army have set up a large encampment about 30 miles north of Lake Chonia in preparation for a final assault on the Chonians. 

The Baevonian force is currently comprised of 500 human foot-soldiers, a cavalry of 100 humans riding Chonian horses, 20 high-ranking Horntusk orcs, 10 high-ranking Baevonian officials, and General Glatmoor. The general is known as “The Impounder” for his knack of rounding up and corralling Chonians, prepping them for slavery or scheduled execution. 

To make this victory possible, the Baevonians, their spy network, and allies have worked tirelessly and assured the following operations are underway. 

Baevonian Operations 

  • An alliance with the Horntusk Orc Tribe and a few of the lesser tribes, whose settlements are west of Baevonian Pass, in trade for the promise of lands and wealth once the Chonians have been cleansed from Aventyr. 
  • A large dam is being constructed with the help of the Horntusks and the powerful Klavekian witch, Nadia Tolsuanarr. With Nadia’s powerful magic, the dam will be completed within the week, thereby stopping the flow of fresh water at the Chonian settlement of K’Tarik 
  • Stopping the flow of water at K’Tarik should drive those Chonians down into the open at Lake Chonia or into the ruins of Keep Doom, in either location, the Baevonians plan to make fast work of them. 
  • The Ruins of Keep Doom have been occupied by the bulk of the remaining Chonian forces and an abnormally large ogre. The Klavekian witch, Nadia Tolsuanarr has assured the Baevonians she has plans in effect to slowly dismantle the morale of those forces from the inside out. In addition, the outside walls have been crumbling over the years and are full of holes that can be easily exploited. 
  • The Baevonians have spies planted at K’Tarik and Keep Doom who get messages out to the General at least once per week. The Chonians currently keep no secrets from the Baevonians. 

The Baevonian war camp is quite clean and organized, as these people pride themselves on law and order. The soldiers are incredibly obedient as most offenses in Baevonian society are punishable by public execution. While the soldiers are not especially happy about the presence of filthy, chaotic orcs in their midst, they do not disobey orders and thus give them a wide berth.  

Potential Camp Events 

  1. The orcs have been assigned 2 slaves apiece, which they are likely to abuse at some point. When this occurs, the adventurers might be nearby and able to help. Unfortunately, interfering with the orcs is prohibited by General Glatmoor and thus punishable by public execution. Hopefully, the characters have some friends in high (or low) places that can help them escape the camp under the cover of night, and flee into the scrub plains.
  2. The Klavekian witch, Nadia Tolsuanarr, makes an appearance at the camp. Everyone seems in awe of her and keep their distance. She seems to do as she pleases, visiting the general and other officials before paying a short visit to the orcs, then disappearing into the night. While she’s present, some soldiers mention rumors about the witch, all untrue but are likely to strike fear and dread into anyone’s heart. 
  3. The general orders a group of soldiers scout out the areas around Lake Chonia and report back regarding movements of bandits, creatures, Chonians, and any other threats in the area. He will pay the adventurers 30 gp each to accompany the group and may also offer support in the form of potions of healing. 
  4. A large force of pesky kobolds and kobold trapsmiths sneak around the camp at night, setting traps, and doing everything they can to harass the encampment. The kobolds live in the hills and detest the Baevonian’s presence as they are upsetting a regular trade route where the kobolds prey on merchants and travelers.  

Final Battle with the Chonians 

General Glatmoor will give orders to move the camp and begin an assault on the Chonians but only once the Chonians from K’Tarik have been flushed out from the mountains. There will either be two battles, one at Lake Chonia to crush the small force of 180 Chonians (mostly peasants, a handful of soldiers, priest, and retired veterans), or one massive battle (against the combined Chonian force of 126 soldiers and 112 peasants) at the Ruins of Keep Doom which is hidden against the mountainside (location up to GM).  

How to affect the outcome of events

Either way, the Baevonians are essentially guaranteed success unless someone (like the adventurers) decides to interfere in some way. 

Here are some ways the characters can interfere with Baevonian plans. 

  • Undermine the Horntusk/Baevonian alliance 
  • Interfere with the Klavekian witch (very dangerous! Likely deadly!) 
  • Travel into the mountains above K’Tarik to destroy the orc’s dam. The characters will face a lot of combat with groups of orcs and in dangerous locations where the orcs have traps and the advantage of home terrain.  
  • Warn the Chonians at Keep Doom and K’Tarik of the Baevonian plans (if they can glean this information from their visit to the camp).  
  • Find out about the Baevonian spies planted at both Chonian locations, perhaps passing off their name(s) to the Chonians 
  • Make an alliance with the kobolds living in the nearby hills, offering assistance in harrassing and undermining the Baevonian encampment.  
  • Giving the Baevonians false information about the current state and location of the Chonians. This only works if spies are compromised, otherwise the general will know the characters are lying and sentence them to death.  
  • Let the players get creative and come up with other ways to undermine the Baevonian’s efforts to slaughter the last of the Chonians.  


Welcome to Aventyr Adventures! A system agnostic series (with some D&D 5e) designed for GMs and players to enjoy the exploration of new lands together. These blog entries are 100% free for you to use along with existing Aventyr Campaign Setting content.

Explore and discover Aventyr, an exciting world where nature struggles to survive under the onslaught of so-called civilization, primal warriors summon powerful totems, and ancient secrets in the sky, sea, and depths of the earth wait to be discovered!

Explore Aventyr!



Author Jonathan G. Nelson

Cartographer Jared Blando

Artist Ryan Jack Allred


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The Chonians & Baevonians


The Chonians

Typical alignments NG, CG, N
Common Backgrounds Folk Hero, Hermit, Outlander
Basic Appearance Tan skin, brown and black hair worn long, almond eyes, toned muscles, wearing leather clothing and carrying hides on horseback yet also dressed with enough fineries to allude to ancient roots in civilization.

The horse-riding Chonians have long been nomadic warrior-archers, traveling from one place to another due to the dangerous and chaotic nature of the world in which they live. Many times, the Chonians have settled between the mountains and Lake Chonia, even giving these lands their name, but time and time again, the Baevonians marched down from their mountain strongholds to wage war and destroy everything the Chonians had built up over the years.

If attacks and war with Baevonia weren’t enough, the Chonians have the orcs to contend with, not just a few, or even a few hundred, but thousands of orcs which stream like rivers of bloodshed from the mountains and envelope the land in a cacophony of bent blades, rusty axes, and heads of enemies on pikes.

The Chonians only wish is to create permanent settlements for their people so they might practice the natural way of plains life like their tribal ancestors once did.

Unfortunately, some of the Chonian people would rather ride their mounts off into the dusty sunset, raiding and pillaging Baevonian traders and anyone who might have something of value or something to eat. These “bad seeds” frequently draw the attention of the Baevonian military which marches down out of the mountains to crush anyone responsible or harboring these criminals.

The Baevonians

Typical alignments LE, LN, LG
Common Backgrounds Acolyte, Soldier, Variant Criminal: Spy (within context of the law)
Basic Appearance Black hair cut short and covered by helm, dark eyes heavy with ages of war. A muscular and heavily-scarred body covered in finely made, heavy plate armor from head to toe, holding an ancient family blade in one hand, a shield with Baevonian crest in the other.

The mountain stronghold dwelling Baevonians, laden with heavy armor and weapons, protected by stone and steel, guard the lands of former Chonia with their lives, holding back the forces of evil and the tide of darkness that would otherwise wash over the known land.

Driven by a passion for lawfulness, the Baevonians seek order in all things, no matter the cost. Known to forge questionable alliances and dark deals just to hold their position in the world, forcing order upon others is not just expected, but required.

Punishment for breaking the law in Baevonian society is more than just what the local magistrate may deal out as a sentence, the guilty individual will be shunned from society to such an extent they typically commit ceremonial ritualistic suicide to appease the Axiomatic General or willingly take a position in the front lines in any major assault, hoping to either prove themselves or die trying.

Welcome to Aventyr Adventures! A system agnostic series (with some D&D 5e) designed for GMs and players to enjoy the exploration of new lands together. These blog entries are 100% free for you to use along with existing Aventyr Campaign Setting content.

Explore and discover Aventyr, an exciting world where nature struggles to survive under the onslaught of so-called civilization, primal warriors summon powerful totems, and ancient secrets in the sky, sea, and depths of the earth wait to be discovered!

Explore Aventyr!