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The PCs should have reasons to stay together and adventure as a group. Players can decide what those reasons are. I have two options below, or the group can create their own.

Glue Option A: (Very sticky). All the characters are from Kettle Falls, having arrived as refugees with their families several years ago. Glue – their families are tight, they have grown up together (depending on their ages), and they share culture and accent that are different from other people in the Valley. The campaign would begin when the families tap each of the characters to go on a quest for someone who has been a friend to the refugees.

Glue Option B: (Sorta sticky). Everyone is from the Blue Valley area. Everyone has experience traveling in the Valley and knows it well. The campaign would begin when the group is brought together for a job.


The players also have the option to create their own glue. Below are all the ideas I can think of. They all fit within the starting point of the campaign, in Blue Valley.

Shared Origens – possibilities: (1) Childhood friends, (2) Were refugees together as children, came to Blue Valley after their town was crushed by orcs or razed by a dragon

Work for the same boss – Possibilities: (1) The eladrin Waelym occasionally offers pay for scavenging expeditions on Old Dominion Mountain. (2) The town council of Boyds is having to hire out more guardsmen now that most of the dwarves have left the area.

Common Goals – possibilities:
  • Protect their home against a common threat – for instance, offering to help the elves deal with the orcs that trespass into Blue Valley in greater numbers each year
  • Solve a mystery – maybe trying to discover why so many dwarves have retreated underground
  • Right a wrong – For instance, searching out the location of a treasure-hunter who stole a friend’s family heirloom

Co-Op – The characters do not have common goals, but they have worked out an agreement to combine their skills and resourced to achieve each individual’s goals.

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