Genre and convention
It is gothic
high fantasy. You can also call it colorful gothic. It means that horror
elements are not serious, but present. It isn't dark fantasy, like
Warhammer, because people are generally good, their world just got
raided by evil creatures called Deathkings. These darklords riding
wyverns and other hideous reptiles almost destroyed civilization and
then settled in deep mountain citadels to plot on taking over the world.
Now most of human government is non existent, only some independent
cities remained, true points of light, with villages and manors
scattered around. Dwarves in their mountain kingdom defended their
positions, but are becoming decadent. Most high elf enclaves in Griffon
Hills remained as they were, but these houses are tiny and also distant
from human affairs, no longer willing to lend their legendary bowmen.
There also other races: gargoyles, stoneborn, the Old Race.
Deathkings are currently building their armies to march on Carse and other cities.
Deathkings are currently building their armies to march on Carse and other cities.
Things that make my setting different
This setting started as playground for my experiments in refreshing old ways of fantasy gaming that I so got used to. Just like Heroes and the Other Worlds/The Fantasy Trip is for me new D&D or Puzzle Sandbox is the new way of adventure building, this setting is also going to be quirky and original. It heavily relies on alternative campaign modes focusing on downtime and world economy. The wilderness map avoid staples of standard modern sandbox, replacing them with new ideas. For examples I don't like trash hexes. It's term that I apply to such wilderness or dungeon parts that are placed only to fit into game's dynamics and conventional pace. For example strange monuments that doesn't do anything except looking mysterious, it's boring. When I was a player once (rare occasion), my Barbarian upon encountering such thing on the road didn't even stop to inspect it, LOL. You can't easily create a module in Labyrinth Lord that doesn't have enough loot, so after making some athmospheric locale you have to add additional treasure just to give PCs chance to advance in levels. Or pack your worldmap with meaningless encounters so it's not "empty". It's very limiting and I don't want such compromises here. Generally I have bad experiences with pure hexcrawl, I prefer sandbox with some kind of aim, that are winnable, though this time I need something less rigid and more random, so I don't know how will it turn out.So my campaign map will have cities, villiages, ruins, underground caves and maybe forts from standard repertoire. Monuments and such decorations are "not allowed", even magical places, except maybe for some very characteristic and iconic interactive devices, like particular type of altar. Wizard towers are the most boring and overused thing to date, but Dwarf Fortress have interesting concept of Necromancer Towers, which might be good here.
From main settlements in campaign region, there are two coastal cities, one medium town called Ravenfell, ruined city of Blighted Ones, high elf enclave, and a valley of small dwarven abodes. In Ravelfell there is a necromancer tower with skeleton of a dragon on top, its' tail serve as stairs. The necromancer is one of Deathkings, governing the region.
New map features (in development)
- Magical items are rare, more powerful ones, like magic swords, are artifacts.. Each artifact has history: who crafted it, where he kept it, who has stolen it later, and where it is now (usually underground lair or dungeon). Artifacts are rare and hard to find, but here comes artifact hunting systems. By researching legends it is possible to locate an artifact.
- Haunted villages. Sometimes a villager is a lycantrope or a vampire murdering others at night, but hiding his identity during a day, or in case of lycantrope, sometimes unaware of it. It became so common that some people specialize in hunting such monsters, they are called vampire hunters or Silent Avengers. They claim right to accuse certain person of being a monster and arrest them for investigation.
Gameplay modes
Big overland map is a hex map. Small location maps are made as puzzle sandbox. If time permits, medium scale maps are made as pointcrawling sandbox (as described in Hill Cantons blog).
Game system: the setting would be playable with more than one game system. TFT, Heroes and Other Worlds would be main focuses, but later maybe D&D 5E too.
Downtimes activities
First reason for their importance are high living costs and taxes. Another is that they give bonuses.
D&D 5E has quite good downtime system, scattered among many books. Here is a list of downtime activities:
- Crafting - acquiring items at half cost
- Jobs - similiar to TFT and Midkemia but without dangerous jobs and only cover living expenses
- Recuperating from long term injuries
- Researching information
- Running a business - quite good system
- Selling magic items
- Training to get levels/talents, takes some time and money
- Gaining faction renown, takes time and money
- Special faction downtime activity, depends on faction and place and gives significant benefits
TFT has many thing for wizard to do, job system, guild system, which is mainly buying elite talents
Depending on rules system, some things from this list are used.
PCs can start in home village
It can add drama, make interesting introductory adventures, or at least nice background and NPCs for start.
Players roll d4-2 for number of family members present in the village and d4 for number of friends. Then randomly determining their profession, name and social level (1-8, from beggar to wealthy merchant. Social levels 9-12 are reserved for cities).
Blight
Attacks by undead and some other creatures, as well as delving into areas hevily blighted by recent Deathking activity cause blight points. Also being at proximity of 5 miles from any blight monolith causes 1 blight point per week unless saving throw for ST is made. Destroying such monolith wins great gratitude of local community.
Blight points can be removed by priests of light or shrines found in wilderness.
Effects of blight start from minor ones, like glowing green wounds, to eventual transformation into undead.
Classes
Or in case of TFT, class themes. Noble, an inspiring leader, Crime Lord, someone who know how to profit in big city, White Eye Magician fighting with dagger and grenades, Crimson Wolf, elite mercenary who takes adavantage from its' guild prestige... Things like that to add color, I will describe them in next blog post.
Factions
5E did factions and downtime in interesting way. When you work for the faction you obtain reputation and better standing in their ranks. One good way to gain renown is when player go for adventure, and sometimes they are informed by their guild that they can do special side quest for them.
Description have simple sentences because they were based on random generator, but I decided to leave them like that with only slight editing, because it sounds funny, like background generators in roguelikes or something.
The Poison Scepter
Thieves' Guild
They have impressive guild hideout. Their vault is hidden in highly secure dungeon with traps.
Their motivation is power and wealth. They are identifiable by specific weapons (blade throwers, daggers). They have few wizard allies. They have some merchant enemies.
Downtime activities by renown:
1
|
Procure
information about recent wealthy citizen coming to town.
|
2
|
procure
illegal or rare goods.
|
3
|
Ability
to buy special thievery tools
|
4
|
Learn
elite combat ability after long and expensive training
|
5
|
Can
become warden of group of thieves and send them on missions
|
The vampire hunters
Their motivation is rightousness.
rumored to have special artifact
identifable by colors of clothing (red scarf, also brown hood)
leader promoted because of power
Their hideout is ruined castle in the mountains.
Renown bonuses:
1
|
Procure information about recent monster sightings in area
|
2
|
Craft random gadget from available scrap
|
3
|
Ability to buy automatic crossbow
|
4
|
Learn elite combat ability
|
5
|
Knowledge of guild’s secret artifact is revealed to you
|
Crimson Wolves
mercenary guild and elite fighters
Identified by beautiful armor and jewelry. Joining requires refferals. They have well decorated guild house in city center. They have a fort in remote area. They have jolly parties in guild dungeon. In favor of the current political situation. They hire only humans. Their motivation is money. Leader is seleced by previous leader.
Downtime activities by renown:
1
|
Procure information about recent military events
|
2
|
Training with fellow guildsmen gives you special attack bonus or
ability for next combat
|
3
|
Ability to buy elite armor, 4 def/2 magic def, -3DX, -3MA
|
4
|
Learn elite combat ability after long and expensive training
|
5
|
Can vote to raid or declare war on someone
|
The White Eye
Assassins and wizards fighting for honor of their so called mage clan. Indetifiable by symbol on jewelry and black or brown armors covering them from head to toe. Mages carry themselves differently, with long square hats and long sleeveless robes comfortable for combat, they fight with dagger and grenades. Assassins fight with katars. Very hidden lair. Recently change of leader due to assassination.
They are allied with the thieves' guild.
Downtime activities by renown:
1
|
Information about ancient ruin and
artifacts in the area. You
can buy special spells and wizard equipment.
|
2
|
Training
to empower a spell for one casting.
Access hideout hidden by secure glyph. |
3
|
Ability
to buy elite armor, 3 def,-2DX, -2MA, 20% to avoid magic effects, or weapon:
katar, grenades
|
4
|
Learn
elite combat ability after long and expensive training
|
5
|
Can
hire assassins
|
Blighted Ones
Organization of humans afflicted
with blight, who remained intelligent. They dwell in a ruined city overgrown
with forest. One must be of blighted race to be a member of this faction.
Their motivation is vengeance on
Deathkings and necromancers, and any who helped them. They are civilized enough
to maintain good relations and reputation with other races. Having a lot of
gold to spare helped too. They obtained a lot of treasure form the ruined city, which they scavenge freely - due to blight radiation of the place they have no competition.
Their leader recovered many precious scrolls from the ancient Valley of Mages, which allowed him to lift some of the Blight effects from his people and create his group. Among the treasures was also the Book of Shadow, containing many uniqure spells, but the book is fragmented. Blighted Ones have a subgroup called Seekers of Shadow that hunts for the remaining pages. They accept new people to the group and let them copy spells from the main book, but in return they demand the members to dedicate themselves for searching missing pages. They ensure loyalty by bracing each seeker with obsidian arm braces, which also enables telepathy with other members of the group.
The White Eye believes that the Book of Shadow is actually a copy of much more ancient scrolls that were originally property of their own order. They think themselves as the only rightful owners of these powerful spells and two organizations often fight each other.
(Idea of Seekers of Shadow is from Cauldron magazine by C. H. Brandon)
Their leader recovered many precious scrolls from the ancient Valley of Mages, which allowed him to lift some of the Blight effects from his people and create his group. Among the treasures was also the Book of Shadow, containing many uniqure spells, but the book is fragmented. Blighted Ones have a subgroup called Seekers of Shadow that hunts for the remaining pages. They accept new people to the group and let them copy spells from the main book, but in return they demand the members to dedicate themselves for searching missing pages. They ensure loyalty by bracing each seeker with obsidian arm braces, which also enables telepathy with other members of the group.
The White Eye believes that the Book of Shadow is actually a copy of much more ancient scrolls that were originally property of their own order. They think themselves as the only rightful owners of these powerful spells and two organizations often fight each other.
(Idea of Seekers of Shadow is from Cauldron magazine by C. H. Brandon)
Downtime activities by renown:
1
|
Learn secret language of the group. Access to common spells.
|
2
|
You
can scavenge the ruined city for random treasure
|
3
|
Receive
400$
|
4
|
Can
increase IQ by 1 point
|
5
|
You can use books retrieved from Valley of Mages |
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