Colony of Virginia
“The Colony of Virginia: A Land of Fortune, Bloodshed, and Dark Secrets Waiting to Be Unearthed!”

Location:
Nestled along a vast eastern coastline, the Colony of Virginia stretches from the rugged Atlantic shores to dense, untamed woodlands. Mighty rivers—such as the James and York—carve fertile valleys through the land, while the distant Appalachian foothills rise in shadowed splendor, guarding ancient secrets.
Other Names:
Locals revere it as “The Virgin Lands,” while neighboring realms call it “The Frontier of New Dawn,” each name echoing its raw beauty and boundless promise.
Description:
A picturesque yet rugged domain of rolling fields, ancient forests, and glittering coastal inlets, Virginia boasts a temperate climate: sun-dappled summers, crisp, breezy winters, and spring bursts of wildflower color, with autumn transforming the land into a vibrant tapestry of gold, red, and amber.
Real-World Inspirations:
Drawing on the spirit of early colonial settlements like Jamestown, this setting melds the daring exploration of Europe with the rich traditions of indigenous peoples, creating a cultural crucible where opportunity and conflict intermingle on the frontier.
Heraldry and Symbols:
The colony’s emblem—a crimson banner emblazoned with a golden tobacco leaf flanked by crossed axes and plowshares—is a bold symbol of its martial valor and agrarian roots, crowned by a solitary silver star that shines with hope and destiny.
National Motto and Ideals:
“Fortune Favors the Bold” is the rallying cry of Virginia, encapsulating a culture that prizes courage, self-reliance, and the relentless pursuit of progress, while cherishing community solidarity and the belief that destiny is forged through audacity.
Moral and Philosophical Outlook:
Embracing a pragmatic yet honorable ethos, the people of Virginia believe that hard work, fairness, and collective welfare pave the way for both personal success and the greater good of society—a conviction that fuels their daily lives and long-term ambitions.
Spiritual and Religious Landscape:
Virginia is a mosaic of faiths: many adhere to established Anglican rites, while others practice a blend of Puritan strictness, indigenous spirituality, and local folk customs. Outdoor shrines and communal gatherings honor Veritas, a benevolent deity of harvest and prosperity, amidst whispered legends of ancient, mystical forces in the wild.
Government:
Ruled as a semi-autonomous royal colony, Virginia is overseen by a royal governor appointed by the distant Crown. Yet real power rests with the locally elected House of Burgesses, a representative assembly that strives for self-determination while upholding ties to European authority.
Military:
Defense in Virginia is maintained by a disciplined militia system, supported by a professional garrison tasked with safeguarding strategic coastal forts and river crossings. Local companies, renowned for their guerrilla tactics and strategic ingenuity, are exemplified by the elite “Raven’s Wing,” celebrated for their stealth and mastery of the longbow.
Economy:
The colony’s prosperity hinges on its thriving tobacco plantations, which dominate the fertile riverbanks. This agricultural success is complemented by bustling trade in lumber, furs, and artisanal crafts, with coastal ports linking Virginia to distant markets, ensuring a vibrant and dynamic economy.
Technology Level:
Mirroring early modern Europe, Virginia boasts advancements in shipbuilding, metallurgy, and agriculture, yet remains deeply rooted in traditional craftsmanship. Innovations sprout from the frontier’s practical needs, blending progressive techniques with time-honored methods to forge a society both dynamic and enduring.
Present-Day Threats and Challenges:
- Internal Struggles: Deep divisions fester between the powerful landholding elites and the oppressed masses—including non-human bondsmen and indentured servants—sparking protests, clandestine rebellions, and fierce debates in the House of Burgesses.
- External Threats: Rival European powers (notably the French and Spanish) launch covert incursions, while border skirmishes with unruly indigenous factions and rebellious neighboring realms keep the colony on edge.
- Supernatural Forces: Eerie legends of an ancient curse in the Appalachian foothills, spectral figures in the mists, and mysterious happenings in the deep forests stir both dread and wonder among the populace.
Population and Society Composition:

- English Settlers (50%): Dominant in politics, commerce, and culture, comprising wealthy landowners, merchants, artisans, and skilled craftsmen.
- Non-Human Bondsmen (15%): A diverse array of enslaved races—halflings, goblins, orcs, tieflings, and more—forced into labor on tobacco plantations and in various labor camps, their plight a constant source of tension and secret resistance.
- Indentured Servants (15%): Poor Europeans and other species, bound by contracts to repay passage, who hope to eventually earn their freedom.
- Indigenous Peoples (10%): Native tribes, including the Powhatan Confederacy, maintain a deep spiritual and cultural connection to the land while engaging in trade and occasional conflict.
- Other Migrants (10%): A motley mix of French, Dutch, Scottish, and adventurous souls seeking fortune, refuge, or a new start in the promising yet dangerous New World.
The Structure of Authority:
- Central Authority: The royal governor, appointed by the distant Crown, holds ultimate jurisdiction over the colony.
- Local Authority: The House of Burgesses, an elected assembly of influential settlers, wields significant power in shaping local policies and asserting self-determination.
- Town Leadership: Individual settlements are managed by local magistrates and councils, with prominent families often dominating regional decisions.
The Decision-Makers:
- Governor Lord Charles Montford III: The Crown’s representative tasked with enforcing royal decrees and maintaining order amid growing local dissent.
- Speaker Elias Cartwright: The charismatic leader of the House of Burgesses, advocating for reform, greater autonomy, and fairness for all citizens.
- Council of Indigenous Elders: Respected leaders from allied native tribes who serve as cultural intermediaries and advisors in matters concerning local tradition and land rights.
Monarch or Ruling Power:
- King George II of England: The distant sovereign whose edicts and taxation policies dictate much of the colony’s fate, his authority enforced through appointed governors despite increasing local calls for independence.
Famous Figures and Influencers:
- Captain Nathaniel Hale: A legendary explorer whose daring voyages into uncharted territories have become the stuff of local myth and inspiration.
- Lady Anne Fairfax: A secretive noblewoman whose covert funding of rebellious factions has earned her a place in whispered legends.
- Brother Thomas Whitmore: A passionate preacher denouncing the colony’s injustices, whose sermons spark both hope and controversy.
- Madame Isabelle DuLac: A mysterious sorceress from the deep woods, feared and revered for her rumored command of ancient and mystical powers.
Noteworthy Locations and Landmarks:
- Jamestown: The vibrant colonial capital, where commerce, politics, and intrigue intermingle in a bustling port town.
- The Great Dismal Swamp: A haunting, labyrinthine wetland said to be haunted by lost souls and otherworldly beings.
- The Blue Ridge Watchtower: A fortified outpost on the frontier, providing a crucial vantage point against external threats.
- Powhatan’s Seat: A sacred hill where indigenous leaders gather for councils, steeped in ancient lore and spiritual significance.
- Montford Manor: The opulent residence of the governor, a site of lavish gatherings and covert political machinations.
Power, Influence, and Reach:
- Economic Dominance: Virginia’s wealth is fueled by the lucrative tobacco trade and bustling coastal commerce, with its plantations supplying goods to distant markets.
- Military Might: A disciplined militia and strategically positioned coastal defenses project power, though internal revolts and external invasions continually test its limits.
- Cultural Impact: The colony’s vibrant mix of European, indigenous, and non-human cultures has given rise to a unique folklore and set of traditions that influence neighboring regions.
Alliances, Foes, and Diplomacy:
- Alliances: Strategic partnerships with certain indigenous tribes and nominal loyalty to the English Crown help stabilize the region, though these bonds are often tenuous.
- Foes: Hostile relations persist with rival colonial powers, rebellious indigenous groups, and internal insurgents demanding reform.
- Diplomacy: Backdoor negotiations, trade pacts, and secret treaties are the norm, as local leaders navigate a maze of shifting loyalties and hidden agendas.
Inhabitants/Creatures:
- Humanoid Races: Humans, along with enslaved non-human bondsmen such as halflings, goblins, orcs, tieflings, and others, form the societal fabric.
- Indigenous Peoples: Native tribes with ancient traditions and deep ties to the land’s natural and mystical elements.
- Mystical Entities: Ghostly apparitions in the swamps, enigmatic fey creatures that emerge during solstices, and dark beings rumored to inhabit the Appalachian forests.
Conditions/Temperature/Terrain:
- Climate: A temperate zone characterized by hot, humid summers ideal for agriculture, crisp autumns, and winters that range from mild coastal chill to severe cold in the highlands.
- Terrain: The landscape is a rich tapestry of fertile river valleys, dense ancient woodlands, sprawling marshes, and rugged foothills of the Appalachians, offering both bounty and peril.
Weather Hazards:
- Hurricanes: Devastating storms that batter the coastal regions, disrupting trade and causing widespread destruction.
- Wildfires: Dry spells during summer can ignite uncontrollable blazes in the abundant forests.
- Blizzards: Severe winter storms in the higher elevations can isolate communities and hamper travel and commerce.
Notable Features:
- The Bloodwood Grove: A mysterious forest where legends say the trees bleed at dusk, a place of both beauty and eerie superstition.
- The Ironclad Falls: A thunderous waterfall shrouded in myth, rumored to conceal ancient treasures and secrets of lost civilizations.
- The Starry Ridge: A scenic hilltop known for its unobstructed night skies, where celestial phenomena are believed to foretell destiny.
Common Languages:
- English (Primary): The lingua franca of governance, commerce, and everyday life.
- Algonquian Dialects: Rich with cultural significance, these languages are spoken by indigenous peoples.
- French and Dutch: Lingua francas among foreign traders and merchants, contributing to the colony’s multicultural character.
- Creole & Pidgin English: Evolving vernaculars that facilitate communication among diverse groups, especially in trading hubs and among non-human bondsmen.
Cultural Events or Festivals:
- Harvest Tide Festival: An exuberant celebration of the autumn harvest, complete with feasting, music, dancing, and communal rituals.
- Founders’ Day: A patriotic observance commemorating Jamestown’s founding, marked by parades, reenactments, and civic ceremonies.
- The Green Moon Night: A mystical annual event where strange lights dance across the sky and local legends of the supernatural are celebrated.
- The Midnight Race: An illicit, adrenaline-fueled horse race through backwoods trails that draws thrill-seekers and gamblers from across the colony.
Local Laws or Customs:
- Dueling Code: Among the elite, personal disputes are often settled by formal duels—a practice that intertwines honor with lethal consequence.
- Tobacco Tax: A mandatory levy imposed on plantations that funds both local infrastructure and the distant Crown’s coffers, often sparking resistance.
- Servitude Regulations: Rigid laws govern the treatment and eventual emancipation of non-human bondsmen and indentured servants, though these laws are frequently contested and clandestinely subverted by underground movements.
- Witchcraft Edicts: Accusations of dark magic trigger public trials and vigilantism, reflecting the era’s deep-seated superstitions and fears of the unknown.
The Colony of Virginia is a realm of boundless opportunity and shadowed peril—a frontier where political intrigue, cultural clashes, and supernatural mysteries intertwine. Amid thriving commerce, fierce rebellions, and ancient legends, adventurers must navigate a landscape where every step can lead to fortune, glory, or untold danger.
Virginia Wilderness Encounters
Virginia Civilised Encounters
Colony of Virginia Wilderness Encounter Tables
These d12 encounter tables offer a mix of natural hazards, hostile creatures, supernatural threats, and potential allies found in the untamed wilderness of the Colony of Virginia. Each table is designed for a specific level range, increasing in danger and mystery as adventurers delve deeper into the frontier.
Low-Level Wilderness Encounters (Levels 1-5)
(Encounters in rolling fields, dense woodlands, and riversides where settlers and creatures clash with the unknown.)
d12 | Encounter |
---|---|
1 | Lost Trapper – A weary human trapper (Scout) has been lost for days. He begs for food and water but warns the adventurers of strange tracks he found nearby. |
2 | Wolf Pack – A pack of hungry wolves (use Wolf stat block) stalks the party, waiting for an opportune moment to strike. |
3 | Haunted Glade – The group stumbles upon an eerie grove where the trees whisper. A ghostly figure (Harmless Specter) pleads for them to carry a message to a settlement. |
4 | Powhatan War Party – A small band of Powhatan warriors (Tribal Warriors) watch from a distance, uncertain if the adventurers are friend or foe. |
5 | Runaway Bondsman – A halfling or orcish escapee (Commoner) dashes through the woods, terrified, claiming a monstrous creature hunts them. They refuse to go back. |
6 | Hidden Cache – Under an old oak tree, the adventurers find a hidden crate containing a musket, salted pork, and a crude map marking an unknown location. |
7 | Boggard’s Warning – A hideous swamp creature (Bullywug) croaks out a warning in broken speech: “Forest cursed. Turn back.” |
8 | Rabid Bear – A massive, frothing black bear (Brown Bear) charges at the party with unnatural aggression, eyes bloodshot and body covered in strange bite marks. |
9 | Witch’s Lanterns – Strange floating lights (Will-o’-Wisps) appear in the mist, leading travelers deeper into the unknown. |
10 | Serpent in the Water – While crossing a river, an enormous water moccasin (Giant Poisonous Snake) coils around the leg of the last adventurer. |
11 | Fey Tricksters – A pair of mischievous woodland fey (Sprites) play tricks on the party, switching their belongings and whispering in their ears. |
12 | The Bleeding Tree – The adventurers come across a tree that oozes red sap when cut. Any attempts to harm it will summon an angry Dryad. |
Mid-Level Wilderness Encounters (Levels 6-10)
(The deeper frontier holds darker secrets, where strange creatures and forgotten powers stir.)
d12 | Encounter |
---|---|
1 | Blood Moon Raid – A group of ghostly indigenous warriors (use Wights) emerge from the trees, their eyes glowing red. They are spirits of those slain in war, seeking vengeance. |
2 | Cursed Cabin – A lonely cabin sits in a clearing. Inside, nothing stirs—until the adventurers step in. The walls seem to breathe, and whispers in an unknown tongue fill the air. (Haunted House effect) |
3 | Murder of Crows – A massive swarm of unnatural crows (use Raven Swarm) dive at the adventurers, their cries forming eerie words. |
4 | Skinwalker Attack – A lone figure (Shapeshifter) walks toward the party, its face melting and reforming. It demands an offering or will assume a party member’s appearance. |
5 | Unmarked Graves – The adventurers find a field of old graves, untouched for decades. If disturbed, skeletal hands rise from the dirt (Shadows or Skeletons). |
6 | Giant Alligator – In the thick swamplands, a massive alligator (use Giant Crocodile) erupts from the water, aiming to drag an adventurer into the depths. |
7 | Raven’s Wing Patrol – A group of elite colonial rangers (Veterans) confront the party, demanding their business in this wild land. |
8 | The Hollow One – A seemingly normal traveler begs for shelter, but their face is eerily hollowed out. At night, they will attempt to steal a soul (Wraith). |
9 | Singing Fog – A thick mist rolls in, and ghostly voices sing an ancient song. Stepping into the fog transports the adventurers miles away—or into another realm. |
10 | Powhatan Curse – An ancient stone idol sits atop a hill. If touched, it bestows a terrible curse (random effect from Bestow Curse spell). |
11 | The Phantom Rider – A headless horseman (use Revenant or Dullahan stats) gallops down a moonlit path, seeking its long-lost head. |
12 | Devil’s Footprints – Cloven hoofprints burn into the soil, leading deep into the woods. Following them may reveal an infernal shrine—or something worse. |
High-Level Wilderness Encounters (Levels 11-15)
(The deep frontier conceals ancient evils, eldritch horrors, and the echoes of forgotten empires.)
d12 | Encounter |
---|---|
1 | Wendigo’s Hunger – The party hears distant, unnatural screams. Soon, a gaunt, towering figure (use Wendigo or Fiendish Werewolf) stalks them, whispering their names. |
2 | The Tree of Hands – A massive, gnarled tree in the swamp has hundreds of human hands growing from its branches. When touched, they scream. A Night Hag lurks nearby. |
3 | The Slumbering Titan – The ground rumbles, revealing the buried form of an ancient, half-awake stone giant. If disturbed, it mutters prophecies of doom. |
4 | The Black Stag – A majestic, onyx-furred stag (Celestial Beast) watches the adventurers. If followed, it leads to an ancient portal—but at great cost. |
5 | The Witches’ Gathering – A coven of witches (Night Hags or Warlocks) dance around a burning effigy in the moonlight, chanting a spell of world-changing consequence. |
6 | Deadman’s Army – A company of ghostly redcoats (use Wights or Specters) marches through the night, eternally repeating their last failed assault. |
7 | Eldritch Horror Beneath the Lake – A deep lake bubbles as an ancient, tentacled monstrosity (Aboleth or Star Spawn) stirs from the depths. |
8 | The Devil’s Pact – A charismatic noble (Archmage or Fiend Warlock) offers the party a tempting bargain—one with hidden, terrible consequences. |
9 | Sunken Ruins of an Ancient Race – The party stumbles upon submerged ruins, filled with strange symbols and mind-bending architecture. Aberrations guard the secrets within. |
10 | Thunderbird’s Wrath – A massive storm rolls in, and a colossal avian beast (use Roc or Storm Phoenix) appears, striking with lightning. |
11 | The Dark Forest Moves – The ancient trees uproot themselves at night, forming new paths—or trapping intruders forever. (Awakened Trees and Treants) |
12 | Demon in Disguise – A charming stranger (Pit Fiend or disguised Balor) claims to be a lost traveler. If aided, he gifts the party an item—one cursed with infernal magic. |
These encounter tables bring a mix of historical realism, folklore, and fantasy horror to the Colony of Virginia. They encourage exploration, supernatural mystery, and intense survival challenges across all levels of play.
Colony of Virginia Civilized Encounters
These d12 encounter tables detail interactions, conflicts, and strange happenings in the settlements, forts, and towns of the Colony of Virginia. As adventurers gain experience, they will face more complex political intrigue, supernatural occurrences, and the creeping influence of dark forces hidden within civilization.
Low-Level Civilized Encounters (Levels 1-5)
(Encounters in small villages, bustling trading posts, and colonial outposts where settlers carve out a living on the frontier.)
d12 | Encounter |
---|---|
1 | Street Brawl – A drunken fistfight spills into the street between colonial soldiers and rough settlers. They might try to drag the adventurers into it. |
2 | The Desperate Merchant – A nervous trader begs for protection, claiming bandits have been following him. His cart holds a locked chest he refuses to explain. |
3 | False Accusation – A furious townsman points at a party member, claiming they stole from his shop. If questioned, he stammers and seems unsure of his own claim. |
4 | Town Gossip – An elderly woman whispers rumors of a hidden treasure buried beneath an old church—but she warns that those who seek it vanish. |
5 | Recruitment Officer – A stern militia officer tries to press the adventurers into service, offering coin or threats if they refuse. |
6 | Runaway Servant – A breathless young woman pleads for protection, claiming her master is a cruel sorcerer. If returned, she will not survive the night. |
7 | Dueling Gentlemen – Two noblemen prepare to duel at dawn over an insult. A witness asks the adventurers to intervene—on either side. |
8 | Witch Trial – A young girl is accused of witchcraft and is set to be hanged. She swears innocence, but strange events follow her. |
9 | Strange Beggar – A ragged beggar with milky-white eyes grasps at the adventurers, muttering their fates before vanishing into the crowd. |
10 | Plague Ship – A merchant vessel docks, but its crew is sick with a strange disease. Officials debate whether to burn the ship or let the sailors off. |
11 | The Missing Official – The town magistrate is missing, and his office has been ransacked. A frightened clerk offers a reward for his safe return. |
12 | A Midnight Duel – A cloaked noblewoman asks the adventurers to stand as her seconds in a deadly midnight duel against a masked opponent. |
Mid-Level Civilized Encounters (Levels 6-10)
(Settlements grow into thriving colonial towns, but corruption, crime, and supernatural threats lurk beneath the surface.)
d12 | Encounter |
---|---|
1 | Secret Society Meeting – The adventurers stumble upon a meeting of masked individuals whispering in a darkened room. If seen, the group may not let them leave alive. |
2 | The Haunted Tavern – A well-known innkeeper begs the adventurers to rid his establishment of a ghost that appears every night, staring at him from the foot of his bed. |
3 | The Corrupt Magistrate – A powerful official tries to extort the adventurers or frame them for a crime. He has many allies and few enemies willing to stand against him. |
4 | A Night of Disappearances – Several people have gone missing, but no bodies have been found. A witness claims to have seen shadowy figures dragging people into the river. |
5 | The Cult of the Silver Star – A preacher warns of a hidden cult in the town, but as the adventurers investigate, they realize many respected townsfolk belong to it. |
6 | The Governor’s Edict – The local governor has issued a sudden decree outlawing a popular gathering place, and resistance is growing among the people. |
7 | Masked Ball of Intrigue – The adventurers receive an invitation to an exclusive masquerade, but an assassin is rumored to be among the guests. |
8 | Witchfinder Arrives – A renowned witch hunter arrives in town, declaring the need for a purge. He accuses a powerful local figure of consorting with dark forces. |
9 | The Convicted Warlock – A warlock is chained in the town square, awaiting execution. He calls out to the adventurers, claiming he was framed and can prove it—if they free him. |
10 | Rival Gang Conflict – A bitter feud between two criminal factions erupts into violence, spilling into the streets. The adventurers are caught in the crossfire. |
11 | A Painting that Sees – A wealthy merchant proudly unveils a new portrait of himself. The next morning, his corpse is found sitting exactly as he was posed in the painting. |
12 | The Town with No Children – In a nearby village, no children have been born for years. Those who ask too many questions soon vanish without a trace. |
High-Level Civilized Encounters (Levels 11-15)
(The grand cities of the colony are rife with political intrigue, dark pacts, and supernatural entities lurking in human guise.)
d12 | Encounter |
---|---|
1 | The Devil’s Contract – A powerful noble offers the adventurers wealth and power in exchange for an unnamed favor. His shadow moves independently of him. |
2 | Murder at the Governor’s Ball – A high-ranking official is assassinated at a grand ball. The doors are locked, and the adventurers are among the suspects. |
3 | The Black Veil Society – A secret order of aristocrats claims to have discovered the secret to eternal life. Their leader has not aged in over a century. |
4 | The Ship That Should Not Be – A long-lost ship arrives in port, its crew still alive but speaking a dead language and unable to recall where they have been. |
5 | The Drowned Town – A settlement flooded years ago has inexplicably risen from the depths, intact and full of eerie, silent figures standing in doorways. |
6 | The King’s Shadow – A royal agent arrives in town, demanding absolute authority. Those who cross him disappear overnight, leaving behind only their clothes. |
7 | The Blood Moon Festival – A secret gathering is held beneath a crimson moon, where the aristocracy engages in unspeakable rites. The adventurers are invited… or sacrificed. |
8 | The Impossible Duelist – A duelist with glowing eyes challenges the adventurers to single combat. He has never lost, and some say he cannot die. |
9 | The Court of the Damned – The adventurers are brought before a strange underground court, presided over by a masked judge who passes sentence on the living and the dead. |
10 | The Lady in the Fog – A woman in a red dress appears in the streets at midnight, whispering secrets to those who listen. Those who follow her are never seen again. |
11 | The Governor’s Reflection – The governor’s mirror shows him a different face than his own. He hires the adventurers to investigate, but his behavior grows increasingly erratic. |
12 | The Return of the Dead King – An ancient coffin arrives in the city under heavy guard. Rumors whisper that it holds a former ruler, but his body has not decayed—and his eyes still move. |
These Civilized Encounter Tables introduce a mix of political intrigue, supernatural horror, and urban adventure to the Colony of Virginia setting. Whether facing corruption, haunted mansions, or eldritch conspiracies, the adventurers will find that danger lurks as much in the city streets as it does in the wilds.