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Post by mabon5127 on Aug 21, 2012 18:42:31 GMT -6
I will definitely be using the area directly surrounding Khromarium to start the characters off. I wanted however to have a smaller town from which they could launch adventures into the Lug Wasteland etc.
I would call the place Bonfial's Town or Bonvilston. In the ancient days of the Hyperboreans before the Green Death the town became a center of primitive art for the ruling elite of Khromarium.
The pre-Kelts had supernatural skill in creating patterns in gold and silver for jewelry which the decadent Hyperboreans lapped up. Not wishing to have the subhuman pre-Kelts smelling up the city proper and running amok, the Sons of the Boread gave the land to these native craftsmen.
Lords and Ladies of Khromarium would make day trips to view the goods created by their indentured craftsmen, giving them the raw metals and other treasures as it pleased them. The area had a natural beauty and seemed to add a level of grace and beauty to the work of its people.
The Green Death devastated the area but Bonfial's Town lives on today as a town filled with master craftsmen of all sorts that still serve the current rulers of Khromarium though not as slaves but as freemen. All races are represented and all occupations are needed to support the local artists. Adventures are needed to "requisition" the raw materials of the various crafts.
Just some initial ideas. I didn't want the characters to necessarily come from Kromarium as this would be a place of adventure at some point.
Morgan
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Post by Ghul on Aug 21, 2012 20:19:49 GMT -6
Now this is the type of stuff I love to hear about. Have an exalt! EDIT: Incidentally, David and I have discussed the potential of a starter module that includes a decent village as a base of operations, and Swampgate (north of Khromarium) is high on the list.
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Post by mabon5127 on Aug 22, 2012 6:20:19 GMT -6
Now this is the type of stuff I love to hear about. Have an exalt! EDIT: Incidentally, David and I have discussed the potential of a starter module that includes a decent village as a base of operations, and Swampgate (north of Khromarium) is high on the list. I thought about Swampgate but it was pretty far across the Lug Wasteland! I created a town about 8 miles East North East of Khromarium on the coast. I figured the Hyperborean elite would take a pleasant ride to the coast. Spend a few hours enjoying the view and perusing the goods then a pleasant ride back. All in a day of slumming with the natives. I like the idea of the the characters being rural and thinking the people of Khromarium to be tainted and strange... Morgan
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Post by Ghul on Aug 22, 2012 12:29:18 GMT -6
Just food for though, because you can certainly do it how you wish, but IMC, when Summer arrives and the Lug Wasteland thaws, many of the roads and paths utilized between Khromarium and any outlying villages are swallowed by muck and swamp; the years of Fall through Spring are more hospitable to travel, with more direct routes available to and fro. Of course, do what thou wilt!
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Post by mabon5127 on Aug 22, 2012 14:18:18 GMT -6
Just food for though, because you can certainly do it how you wish, but IMC, when Summer arrives and the Lug Wasteland thaws, many of the roads and paths utilized between Khromarium and any outlying villages are swallowed by muck and swamp; the years of Fall through Spring are more hospitable to travel, with more direct routes available to and fro. Of course, do what thou wilt! Oh yeah....Forgot about the interaction of the long seasons.... Maybe those Hyperboreans rode out on their light-metal airships! The Thew Wagons get lots of work during this time of year for the Common Man rulers of Khromarium! Perhaps the route though treacherous is still passable. I need to remember the interaction of the seasons and the light of Helios to make sure things that happen can happen for more than 13 years. Ah Well. Morgan
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Post by Ghul on Aug 24, 2012 7:09:48 GMT -6
Just food for though, because you can certainly do it how you wish, but IMC, when Summer arrives and the Lug Wasteland thaws, many of the roads and paths utilized between Khromarium and any outlying villages are swallowed by muck and swamp; the years of Fall through Spring are more hospitable to travel, with more direct routes available to and fro. Of course, do what thou wilt! Oh yeah....Forgot about the interaction of the long seasons.... Maybe those Hyperboreans rode out on their light-metal airships! The Thew Wagons get lots of work during this time of year for the Common Man rulers of Khromarium! Perhaps the route though treacherous is still passable. I need to remember the interaction of the seasons and the light of Helios to make sure things that happen can happen for more than 13 years. Ah Well. Morgan It takes a bit of time to grok. Four years ago, when I started my Hyperborea campaign, I started the campaign just past peak summer when there was less than an hour of darkness every day. It took my players some time to get used to the fact that dark lasted so briefly, but after a few months they got accustomed to it.
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Post by mabon5127 on Aug 24, 2012 9:11:48 GMT -6
It takes a bit of time to grok. Four years ago, when I started my Hyperborea campaign, I started the campaign just past peak summer when there was less than an hour of darkness every day. It took my players some time to get used to the fact that dark lasted so briefly, but after a few months they got accustomed to it. Oh yeah....Forgot about the interaction of the long seasons.... Maybe those Hyperboreans rode out on their light-metal airships! The Thew Wagons get lots of work during this time of year for the Common Man rulers of Khromarium! Perhaps the route though treacherous is still passable. I need to remember the interaction of the seasons and the light of Helios to make sure things that happen can happen for more than 13 years. Ah Well. The presence and influence of the changing sun cycles would really depend on the speed at which a campaign develops. Some may speed through levels and witness only a couple years. Others may take place over a generation and witness a couple full cycles. The slower campaigns will gain much more flavor from Hyperborea.
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Post by Ynas Midgard on Aug 24, 2012 11:21:06 GMT -6
The system I use for tracking time is based on the 3LLBs and used for a campaign centred around exploring a megadungeon (Barrowmaze), so it might need a little tweaking to make it work well in other campaigns. Anyways, here it is: - A single delve into the dungeon is assumed to be 1 day (going there, exploring, coming back) - it is assumed that the adventurers not camp in the dungeon.
- Other activities during the session (travelling to a major city, researching, training, whatever) also take time as usual, determined by the Referee.
- Between two session, one week of in-game time passes (so that new monsters may find their way into the dungeon, local resources can be replenished, etc.).
Assuming even longer "downtime", years could pass during a single campaign. However, if the adventures are not linked together whatsoever, it is up to the Referee to determine such things either on the fly, or by working the details into the adventure.
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Post by Ghul on Aug 24, 2012 12:00:50 GMT -6
The system I use for tracking time is based on the 3LLBs and used for a campaign centred around exploring a megadungeon (Barrowmaze), so it might need a little tweaking to make it work well in other campaigns. Anyways, here it is: - A single delve into the dungeon is assumed to be 1 day (going there, exploring, coming back) - it is assumed that the adventurers not camp in the dungeon.
- Other activities during the session (travelling to a major city, researching, training, whatever) also take time as usual, determined by the Referee.
- Between two session, one week of in-game time passes (so that new monsters may find their way into the dungeon, local resources can be replenished, etc.).
Assuming even longer "downtime", years could pass during a single campaign. However, if the adventures are not linked together whatsoever, it is up to the Referee to determine such things either on the fly, or by working the details into the adventure. That's pretty solid, YM. I like it. Cheers, Jeff T.
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Post by mabon5127 on Aug 24, 2012 12:18:11 GMT -6
The system I use for tracking time is based on the 3LLBs and used for a campaign centred around exploring a megadungeon (Barrowmaze), so it might need a little tweaking to make it work well in other campaigns. Anyways, here it is: - A single delve into the dungeon is assumed to be 1 day (going there, exploring, coming back) - it is assumed that the adventurers not camp in the dungeon.
- Other activities during the session (travelling to a major city, researching, training, whatever) also take time as usual, determined by the Referee.
- Between two session, one week of in-game time passes (so that new monsters may find their way into the dungeon, local resources can be replenished, etc.).
Assuming even longer "downtime", years could pass during a single campaign. However, if the adventures are not linked together whatsoever, it is up to the Referee to determine such things either on the fly, or by working the details into the adventure. I like how you build in the necessary time for the forgotten details of adventuring. I sort of hand waved time in previous campaigns as there was no real reason to care. Now with the sun cycle weirdness a whole new dimension of campaign immersion is available. It's worth the effort to track time. Morgan
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