Complete Town 10, The Final Piece of the DnD Realm: Ivedra
Par James Kay
Statut actuel
Fonds récoltés : 10 853 €
The realm was always there. Now it is yours to explore.
For nine books, Complete Town has given Dungeon Masters memorable places: cities, villages, roads, NPCs, and adventure hooks.
Now those places have a shared home.
Complete Town 10: Ivedra is the final volume in the series: a realm guide that connects its cities, communities, journeys, and stories into one playable fantasy country.
Ivedra is more than a map. It gives every settlement a wider context: provinces, trade routes, rival powers, local traditions, old conflicts, and secrets beyond the city gates. When your party leaves one familiar location, they enter a world where their choices can matter somewhere else.
At a glance
Complete Town 10: Ivedra includes:
- One connected fantasy realm for D&D campaigns
- Fourteen cities
- Thirteen provinces
- A complete realm-spanning adventure in the main product
- A setting that connects earlier Complete Town books or works on its own
- Extended goals adding factions, landmarks, magical items, monsters, villains, dungeons, and more
Start with one city, one province, or the included adventure. Then expand as your players explore, gain influence, and uncover the problems tying the realm together.
You already have the cities. Now give them a world.
A city becomes more memorable when players understand what lies beyond its walls.
Who controls its trade? Which province depends on it? Where do its enemies come from? What happens when its politics affect the people living far beyond its gates?
Ivedra answers those questions. It gives local adventures wider consequences and makes travel part of the story. A missing caravan, disputed border, strange visitor, or monster attack can become the first clue to something much larger.
A realm made for play, not just reading
Complete Town 10 is built for the table, not just the bookshelf.
Each city offers a social centre, a source of information, a place of safety, or a political complication. Each province brings its own people, dangers, customs, resources, and opportunities. The roads between them can lead to negotiations, investigations, pursuits, trade disputes, and new adventures.
Run Ivedra as an open sandbox, use it as the setting for a city-focused campaign, or follow the included adventure across the realm.
Fourteen cities, one shared realm
The fourteen cities are the anchors of Ivedra.
Some are centres of trade and wealth. Some are military strongholds. Some are old powers struggling to hold onto traditions that no longer serve them. Familiar Complete Town locations gain a place in the wider world, while new cities expand the map in new directions.
Every city has relationships beyond its walls: allies, rivals, resources, needs, and problems that can spread across the realm. A city can be the party’s home, a dangerous rival, a place to find patronage, or the setting for a choice that changes the future of another province.
Thirteen provinces with stories of their own
The thirteen provinces are more than regions on a map. Each has its own landscape, culture, dangers, resources, and conflicts.
A province may be shaped by difficult travel, old magic, powerful factions, dangerous wilderness, or people caught between greater powers. They make exploration meaningful: the party is not simply moving from one destination to another, but entering places with different rules, people, and stories.
A campaign can begin with a local problem in one city, follow its trail into a province, and reveal a threat that reaches across Ivedra.
The adventure is part of the main product
The core adventure is included for every backer.
It is not an extended goal or a later bonus. It is a complete story designed to show what Ivedra does best: connect local problems, long journeys, competing interests, and realm-changing choices.
The party will travel through the realm, meet people affected by their actions, uncover mysteries too large for one city, and face conflicts that test more than their strength. Their choices can shape alliances, expose hidden truths, and influence Ivedra’s future.
The Complete Town finale
Complete Town 10: Ivedra is the final chapter of Complete Town.
The previous books gave you places to play. Ivedra gives those places a world.
For longtime backers, it is the capstone that connects the series into one shared realm. For new Dungeon Masters, it is a complete setting filled with cities, provinces, adventures, and room to make the world their own.
Start anywhere. Follow any road. Discover how every story fits together.
Use it your way
Begin a new campaign
Choose a city or province and start with a local problem. The party may be hired to investigate a disappearance, protect a caravan, settle a dispute, uncover corruption, or help a community facing an immediate threat.
From there, the campaign can grow naturally. Every answer can lead to another question, every journey to another region, and every choice to consequences that affect more than one place.
Connect your Complete Town collection
If you already own previous Complete Town books, Complete Town 10 helps you place them within one shared realm.
Your favourite city can become the party’s home base. A village from Complete Town 9 can sit on a crucial road. A route from Beyond the Gates can become the path to an old ally, an enemy stronghold, or the next chapter of the main adventure.
Take only what you need
You do not need to use the whole setting at once.
Need a province for a journey? Take one. Need a city for an important meeting? Use one. Need a border conflict, local faction, forgotten ruin, or dangerous wilderness region? Take the part that serves your campaign and leave the rest for later.
Extended goals
make the realm deeper, stranger, and more alive
Complete Town 10: Ivedra is complete at the £500 funding target: fourteen cities, thirteen provinces, and the main realm-spanning adventure.
The extended goals do not fill gaps in the core book. They expand the realm with additional material that gives Dungeon Masters more hooks, more choices, and more reasons for players to explore beyond familiar roads.
£1,000 - Three Treasure Maps
Three illustrated treasure maps, each tied to a different part of the realm.
These are not just decorative maps. Each one points to a rumour, a hidden cache, a forgotten site, or an opportunity that can become a side quest. Drop one into a tavern, a noble’s study, a ship captain’s hands, or the party’s loot and watch the adventure begin.
£1,500 - Natural Resources of Each Province
Every province gains a useful resource that helps define its place in the realm.
These may include rare timber, valuable ore, medicinal plants, unusual livestock, magical materials, spices, salt, dyes, or other local products. Resources give you an easy answer when players ask what a province is known for - and a reason for merchants, nobles, factions, smugglers, and rivals to care about it.
£2,000 - One Faction per Province
Each province gains a faction with its own purpose, leadership, methods, allies, rivals, and adventure potential.
Some factions may protect their home. Others may exploit it. Some will seek wealth, influence, old knowledge, revenge, freedom, or control. Dungeon Masters can use them as patrons, antagonists, background powers, or groups whose goals change as the party changes the realm.
£2,500 - Five Pets
Five memorable pets from across the realm.
These are not merely animals with names. Each pet comes with personality, a place in the setting, and a small story hook. They can become a charming companion, a clue to a missing owner, the mascot of a faction, a messenger, or the beginning of an unexpectedly emotional side quest.
£3,000 - Five Landmarks per Province
Every province gains five landmarks: places that make travel feel like discovery.
Landmarks may be ancient ruins, unusual natural formations, haunted shrines, battlefield memorials, strange towers, sacred trees, monster-haunted caves, abandoned settlements, or places of local legend. They give every province visible identity and provide instant destinations for exploration.
£3,500 - One Magical Item per City
Each city gains a magical item that belongs to its history, culture, trade, politics, or hidden past.
These items are designed to feel like they came from somewhere specific. A city’s magical item might be a noble heirloom, a guild tool, a relic of war, a smuggler’s prize, a religious treasure, or an object people are willing to kill for. Each creates a reward, a mystery, and a story hook at once.
£4,000 - National Events Calendar
A calendar of realm-wide events, celebrations, anniversaries, market days, religious observances, political gatherings, and seasonal moments.
Use the calendar to make time matter in your campaign. Festivals can create crowds and opportunities. National holidays can reveal old tensions. Trade events can draw rivals together. A remembered disaster can become the perfect time for a villain to act again.
£5,000 - One Monster and One Plant per Province
Every province gains one distinctive monster and one distinctive plant.
The monsters make the wilderness feel local rather than interchangeable. The plants can be useful, dangerous, magical, medicinal, illegal, valuable, or tied to local tradition. Together, they give Dungeon Masters practical tools for encounters, harvesting, alchemy, rumours, environmental storytelling, and regional identity.
£6,000 - Three Secret Passages of the Realm
Three hidden routes that allow clever characters to bypass borders, barriers, dangers, or expectations.
A secret passage might be an old smugglers’ tunnel, a forgotten dwarven route, a magical crossing, a concealed river path, or a dangerous mountain trail known only to a few. Each route creates opportunities for escape, infiltration, illicit trade, pursuit, and discovery.
£7,000 - Five One-Shots in the Realm
Five ready-to-run one-shot adventures set across the realm.
Each adventure is built to work as a standalone session or as a side story within a longer Complete Town 10 campaign. They can introduce a new province, spotlight a city, deepen a faction, test the party’s loyalties, or give players a break from the main adventure without leaving the realm behind.
£8,000 - Ten D&D-fied NPCs
Ten memorable NPCs with clear personalities, motives, roles, and reasons to enter a campaign.
These NPCs can become allies, rivals, informants, patrons, enemies, travelling companions, or complications. They are designed to be easy to introduce and flexible enough to fit different parties, cities, and provinces.
£9,000 - One Spell per City
Each city gains a spell linked to its culture, magical traditions, history, or particular needs.
These spells help the cities feel mechanically distinct as well as narratively distinct. They may be prized secrets, everyday local techniques, ancient discoveries, forbidden magic, or spells that carry an unexpected social cost.
£10,000 - One Bounty per City
Each city gains a bounty: a wanted person, creature, thief, fugitive, problem, or mystery with a reward attached.
Bounties are immediate adventure starters. Put one on a noticeboard when the party arrives in town. Let a familiar face recognise the target. Let the reward be too good to ignore - or let the party discover that the official story is not the whole truth.
£11,000 - Neighbouring Realms’ Maps
Maps of the lands beyond Complete Town 10.
The main book gives you one fully playable realm. These maps show what lies beyond its borders: neighbouring countries, distant powers, wilderness frontiers, rival kingdoms, overseas territories, or unexplored lands. They are ideal for campaigns that outgrow the realm or need a hint of what waits beyond it.
£12,000 - One Villain per City
Each city gains a villain with a plan, resources, methods, and a reason to threaten the people around them.
These villains are not just combat encounters. They are campaign engines. A villain may be a crime boss, a corrupt official, an ambitious mage, a cult leader, a ruthless merchant, a secret heir, or someone convinced they are saving the city. Use them as immediate antagonists or as long-term threats that evolve with the party.
£13,000 - Four Ships and Their Captains
Four ships, each with a captain, crew identity, purpose, and reason to travel the realm’s waters.
They may be merchant vessels, smugglers, explorers, military ships, riverboats, pirate hunters, or something stranger. Ships create mobile adventure locations and give the party a way to travel, pursue enemies, transport cargo, uncover mysteries, or cross dangerous waters.
£14,000 - Five Caravans
Five caravans travelling the roads of the realm.
Each caravan includes a purpose, goods, travellers, problems, and potential secrets. Some may need guards. Some may carry something illegal. Some may be caught in a feud, pursued by monsters, or hiding someone important. They make roads feel occupied, useful, and unpredictable.
£15,000 - One Dungeon per Province
Every province gains a dungeon tied to its own history and identity.
These dungeons are not generic collections of rooms. Each is rooted in the province: a buried ruin, abandoned mine, flooded temple, ruined fortress, forgotten laboratory, monster lair, lost tomb, or place where an old provincial wound has never truly healed.
With thirteen dungeons across the realm, Dungeon Masters gain a full network of major destinations for treasure hunting, investigation, faction conflict, and long-term campaign play.
Every extended goal is designed to create more choices at the table: more people to meet, places to discover, mysteries to pursue, threats to overcome, and reasons for the party to keep travelling.
Why back now?
This campaign is your chance to help shape the final Complete Town volume while it is being built.
Backing Complete Town 10: Ivedra means joining the moment when the separate locations of the series become one world. As the campaign grows, the realm grows with it: more factions, more landmarks, more secrets, more dangers, more encounters, and more ways for players to make the setting their own.
If you have enjoyed Complete Town as a source of ready-to-run locations, this is the book that gives those locations a horizon.
The rewards for Complete Town 10: Ivedra are designed to give you a meaningful place in the realm. Whether you want the complete digital collection, a personalised landmark, or the opportunity to shape a major city, every tier lets you bring a piece of Ivedra to your own table - and to tables around the world.
Ivedra has fourteen cities. Seven are the fully developed Complete Town cities from volumes 1 to 7, forming the political and historical foundation of the realm. The remaining seven have established foundations but await their final identity. Each exclusive Custom City Lordship allows one backer to collaborate with our team as that city’s Lord or Lady, shaping its culture, ambitions, problems, and secrets. Smaller custom tiers let you create a village, or add a building such as a tavern, guildhall, temple, or tower to an existing city or province.
PDF — £15
Receive the complete digital edition of Complete Town 10: Ivedra. This includes the core realm guide, fourteen cities, thirteen provinces, and the complete adventure. Perfect for Dungeon Masters who want instant access to the realm and easy reference at the table.
PDF + Adventure + Atlas — £23
Receive the complete digital edition of Complete Town 10: Ivedra, the full Atlas of the Realm, and the complete realm-spanning adventure. This is the best value for backers who want the fullest version of the final Complete Town experience.
PDF + Adventure + Atlas (Early Bird) — £19
The same complete package as above, available at a discount for the first three days of the campaign. Secure your copy of the realm at the best price.
Complete Town PDF Bundle (Books 1–10) — £134
Receive the complete digital editions of Complete Town 1 through Complete Town 10, including the CT10 adventure and Atlas of the Realm. The ultimate collection for Dungeon Masters who want the full library of ready-to-run locations, now all connected in one shared world.
Custom Building in the Realm — £39 (50 available)
Design a building that becomes part of the realm. You choose its purpose—a tavern, a temple, a guildhall, a wizard's tower, a smuggler's den, or something stranger. We will name it, map it, give it an NPC, and weave it into the appropriate city or province. Your building appears in the final book, and you receive a personalised credit.
Custom Village in the Realm — £49 (20 available)
Design a village that becomes part of the realm. You choose its location, name, defining feature, and the challenges its people face. We will give it NPCs, hooks, and a place in the wider world. Your village appears on the realm map and in the final book, with a personalised credit as its founder.
The Seven Custom Cities : Claim Your Lordship — £79 (7 available)
Choose the reward that feels right for you: explore Ivedra as a player or Dungeon Master, leave your mark through a custom creation, or claim a place in the history of the realm itself. Whatever your tier, you will help bring the final Complete Town world to life.
Build the version of Ivedra that works best for your table. Add a physical core book, DM and player atlases, or leave a permanent mark on the wilderness of the realm.
Price: £11
Add a print-on-demand hardcover edition of the core Ivedra book. It includes the main realm content: its cities, provinces, history, and adventure, in a durable format for your game shelf and table.
Atlas of Complete Town 10: DM Version POD Softcover - £7
Add the Dungeon Master edition of the Ivedra atlas in print-on-demand softcover. It is designed as a practical reference for running the realm, with the information a DM needs close at hand.
Atlas of Complete Town 10: Player Version POD Softcover - £7
Add a player-friendly print-on-demand softcover atlas. Give your group a map and world reference they can use during the campaign without revealing the realm’s hidden details.
DM + Player Atlas POD Bundle - £11
Add both atlas editions together: one for the DM behind the screen and one for the players around the table. This is the best option for groups that want to explore Ivedra together while keeping its secrets intact.
Price: £7 each, up to 5 per backer
Create a wilderness landmark in the province of your choice. It may become a strange ruin, sacred site, dangerous pass, mysterious cave, forgotten battlefield, unusual natural feature, or another location that suits your imagination. You will work with our team to define its identity and story hook, then it will become part of Ivedra’s shared world.
Looking to expand your collection? You can get our previous Complete Town projects as add-ons in this campaign! These projects are filled with immersive, richly detailed towns that can easily be integrated into any of your campaigns. Please note that the price for these add-ons is higher than their original launch price, as we’ve included a wealth of extended goals and significantly expanded the content in each project. Don’t miss the chance to enhance your campaigns with even more exciting, fully realized cities!
Why are PODs cheaper than PDFs?
We’ve realized that when you purchase Print-on-Demand (POD) books through DriveThru RPG, you’ll also need to cover the cost of printing and shipping. To make it more accessible for everyone, we’ve kept the POD prices lower, so you can enjoy the books at a more affordable price before the added shipping costs.
Why are Complete Town 3 and 4 PODs free in the bundles?
Complete Town 3 and 4 were unlocked as extended goals in our past campaigns. To make sure our loyal backers from those projects can benefit too, we’ve included the PODs of Complete Town 3 and Complete Town 4 for free in the bundles. This is our way of saying thank you and ensuring that everyone—especially our backers from Complete Town 3 and 4—gets these add-ons at no extra cost.
We aim to deliver Complete Town 10: Ivedra by December 2026. Our team has a proven record of completing and delivering every project we launch, and Ivedra will follow the same careful, organised process. The core PDF - including the realm, its 14 cities, 13 provinces, and the main adventure - will be finalised, formatted, and delivered to backers through DriveThruRPG. Before release, we will host a two-week community proofreading phase to help make the final book as polished and useful at the table as possible.
Any Extended Goals unlocked during the campaign may slightly extend the production schedule, as each new faction, landmark, magical item, monster, villain, dungeon, or other addition must be fully integrated into the realm. We will share regular, transparent progress updates throughout development. All digital rewards and add-ons will be delivered alongside the main product through DriveThruRPG; once ready, backers will receive download links by email. For Print-On-Demand copies, please allow an estimated three-week print-proofing period after the final PDF is locked before POD links are sent.
We understand that clear communication is key, and your support and patience are what make this project possible. We want you to feel involved in every part of our journey. That’s why we invite you to join our Discord Community in the Sculptors' Inn. By joining, you'll have the opportunity to interact with us directly, share your thoughts, and even influence the creative process behind this magical floating city. Stay connected, and together, we'll build a world that is truly worth the wait.
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Whether you’re here for the trade wars, the secrets, or the storytelling—we’d love to keep building worlds with you.
We are Moonstone Sculptors—a passionate group of content creators dedicated to elevating your tabletop adventures. With years of hands-on experience in playing and crafting Dungeons & Dragons content, our mission is to blend classic D&D elements with innovative creativity. Our projects are designed to enrich your game sessions and ease the load for Game Masters, transforming imaginative ideas into practical, essential tools for your campaigns.
We’re proud to collaborate with Verseluft Games, a small yet dynamic publishing company that champions the Kickstarter community and TTRPG enthusiasts. Together, we strive to deliver content that not only captures the spirit of adventure but also supports and nurtures the vibrant world of tabletop role-playing games for all our future campaigns.
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