Post by Todd on Aug 10, 2015 9:55:09 GMT -6
Background
Mariners from the island kingdom of Gulle have discovered a new land in the east. Legends and folklore say that it might be the lost continent of Terantal, from which the people of Gulle (the Gwellan) escaped ahead of a great deluge in the distant past (if the tales are true). It is now being called Novris.
As the game begins, Gulle has a monopoly on Novris that they wish to exploit. Players will begin as founding members of a Gwellan Adventuring Company with a charter to exploit the new land under the banner of Gulle. They have arrived with the vanguard of Gwellan forces to the newly established keep, Fort Reclamation, on a small island just off the coast of the mainland.
Technical
This is going to be an open world type hexcrawl and dungeon-crawl. After setting the stage, I will look to take direction from the players as to how they want to work to fulfill their characters' goals, starting with amassing wealth and gaining power, and then evolving in whatever direction players wish to go.
I'm still pondering some details and weighing mechanical choices but here's an overview of things as they stand in my head right now:
Other technical information will follow in the campaign sub-forum. Feel free to ask any questions or drop any comments here in the meantime.
Mariners from the island kingdom of Gulle have discovered a new land in the east. Legends and folklore say that it might be the lost continent of Terantal, from which the people of Gulle (the Gwellan) escaped ahead of a great deluge in the distant past (if the tales are true). It is now being called Novris.
As the game begins, Gulle has a monopoly on Novris that they wish to exploit. Players will begin as founding members of a Gwellan Adventuring Company with a charter to exploit the new land under the banner of Gulle. They have arrived with the vanguard of Gwellan forces to the newly established keep, Fort Reclamation, on a small island just off the coast of the mainland.
Technical
This is going to be an open world type hexcrawl and dungeon-crawl. After setting the stage, I will look to take direction from the players as to how they want to work to fulfill their characters' goals, starting with amassing wealth and gaining power, and then evolving in whatever direction players wish to go.
I'm still pondering some details and weighing mechanical choices but here's an overview of things as they stand in my head right now:
- No demi-humans.
- There is only one class: fighting-men. However, characters will be able to spend experience to unlock different skill sets, such as thief-type skills, healing, rangering, etc.
- Characters have not, as of their arrival at Reclamation, had direct contact with anything fantastical-- any knowledge is based on legends, folklore, stories.
- There are no conventional fey creatures.
- Religion that the characters are familiar with is basically monotheistic: the worship of Atum, the Undying Sun.
- Inspired by the Age of Conan supplement, combat will be a mix of Chainmail (mass combat and man to man) and straight D&D.
- XP is earned through treasure and resources amassed by the Company. Such wealth must be deposited at Reclamation (or another stronghold) to count towards experience.
Other technical information will follow in the campaign sub-forum. Feel free to ask any questions or drop any comments here in the meantime.
If you're interested, go here and make yourself known: ruinsofmurkhill.proboards.com/board/83/todds-dd-oe-sandbox-hexcrawl