The Journal of Prince Valdarmin

This was a document I handed out to my group the other night when they successfully managed to retrieve a journal off an old corpse, buried by rubble in the tomb they managed to infiltrate.  Only had one copy at the time, so posting it here so that the whole group can read it.

This document is written in an old, but still understandable dialect of Salvati.  The handwriting contains excessive loops and lines, as though the writer was taught form over readability. 

1st Rusday of Kingsmonth
Today marks the beginning of what is sure to be many great ventures! I, the great Prince Valdarmin, have found, in the archives of my family’s library, a map of the location of an ancient temple, dedicated to the so called “Swamp God”, not too far from the coast of the so called “Gulf of False Hope”. While few see reason to cross the sea in this day and age, I believe my father’s ships are more than capable of such a journey. I will assemble a retinue and retrieve what treasures that temple may hold and prove myself superior to my elder brothers!

2nd Clarasday of Soliscura
It has taken some time to make all the necessary preparations, but today my ship, The Saint Marlos, sets sail for lands unknown! Many sailors seem nervous about heading across the sea to the “Cursed” continent, but I am confident that I have found a superb crew. As our home port begins to disappear over the horizon, many whisper that they fear they may never see it again.

2nd Saintsday of Goldgrass
Land Ho! After far too long at sea, the mysterious continent of Pericolosa is in sight, I suspect we will make landfall shortly.

2nd Gaiusday of Goldgrass
Based on our maps, it would seem that our course had veered too far south during our time at sea. We will sail along the coast until we reach the Gulf!

3rd Marketsday of Goldgrass
The land is beginning to turn inwards on itself, it would seem we have found the Gulf of False Hope!

3rd Bothyna of Goldgrass
Today we saw a great serpent rise out of the sea! While all had heard the tales of such creatures, none have heard of one so close to land. We all thanked the saints that the beast did not seem to take any note of us.

4th Saintsday of Goldgrass
Sailing past the cliffs on the southern cliff-face face of the Gulf, I see a great ruined cathedral, perhaps once our primary expedition is completed, we will investigate that as well!

4th Gaius of Goldgrass
We’ve finally made landing at the mouth of the river we believe is the one depicted on our map! The weather seems to worsening, however, and we will set out after the storm.

4th Marketsday of Goldgrass
The storm has passed, with some damage to the ship, and many of the sailors are waiting behind and repairing it. I shall be setting out for the Temple of the Swamp God with 8 of my most trusted companions!

5th Saintsday of Goldgrass
Following the River, we’ve made camp at the edge of the forest, weather is holding.

5th Rusday of Goldgrass
We ran into a fell creature this morning, one with the face of an owl and the body of a bear, yet stronger than any bear I may have seen. We were able to slay the beast with numbers alone, but Jamore and Lucinus were both stuck down in the process. We buried them and decided to press onward.

5th Astrona of Goldgrass
The forest has given way to swamp, I suppose I should have expected such for the location of a temple of the so called “Swamp God”. The going is slow and the river snakes a lot more through these wetlands, but we are still able to follow it.

5th Markestday of Goldgrass
Darrus was grabbed by a crocodile and puled under. While it proved no threat to us in a fair fight, it was too late for Darrus by the time we got to him. Many of the men wished to turn back, but I reprimanded them for their cowardice! With no place to burry Darrus in this swamp we ended up using much of our oil and wood to cremate him.

1st Saintsday of First Harvest
On this first day of autumn, we have reached the point where two rivers join to create the one we had been following. From here, we are to abandon the River and make due west

1st Clarasday of First Harvest
In the distance, we finally see it, a large rock, one that has been carved in the shape of a skull! We shall camp tonight and enter the maw tomorrow!

1st Marketsday of First Harvest
Everyone but Thamos and I are dead.
We awoke to find much of our things missing, with no explanation apparent. Still, I insisted on entering the temple. The maw of the skull leads down a sloped path, with passageways slightly raised above the slope going off towards each side. We proceeded as deep as we could go and the ramp seemed to lead to a large, flooded room.
Knee deep in swamp water we see an altar ahead of us, the top of which was just above the water level, and upon which was our missing things, along with several other objects that seemed to be of considerable value.
As we retrieved our things and helped ourselves to the valuables we heard noise coming from the water, and, at the edge of our light, saw frogs that stood like men and were nearly as tall. One thing that stood out to me is that a number of them seemed to be wearing jewelry of great value and seemed to be wary of our torches. It was as I was noticing this when Larrus’ torch burned down. The Frogmen were on him in an instant, and Mercio and Daylnn stopped to aid him. Thamos, our remaining torchbearer, grabbed me by the hand and began to run, with Cid taking up the rear. However, the Frog men were gaining on us, even with some of them occupied by our companions. As we started up the slope, Cid stopped to hold them off, buying Thamos and I enough time to make it out into the sunlight, at which point they would not or could not follow us.
We have put much distance between ourselves and that place, and now have no choice but to turn back towards the ship. Someday I shall return with a larger force to avenge my comrades and recover what remains of their bodies.

3rd Astrona of First Harvest
The weather has taken a turn for the worse, Thamos and I have taken shelter in a cave atop a hill overlooking a meadow to wait out the storm.

3rd Solina of First Harvest
The winds and the rain are continuing, and all I can do is explore this small cave.

3rd Clarasday of First Harvest
I have discovered a well-hidden door at the back of this cave! Thamos has advised me to leave well enough alone but I am curious as to where it goes.

3rd Marketsday of First Harvest
How long can one storm last? I am completely bored out of my mind! If this storm does not quiet down by tomorrow morning, I will investigate beyond that hidden door just so I have something to do!
[There are no further entries]


Triforcebearer: Hylians and Gerudo



Earlier this year, I posted a few homebrew classes/stocks for Torchbearer on the (now defunct) Burning Wheel Forums. These stocks were the Gerudo, Gorons, Rito, Sheikah, and (Sea) Zora all featured in the Legend of Zelda series, the most recent entry, Breath of the Wild, in particular. You can find the originals posts (levels 1 to 5) here.

While I personally find the idea of a Zelda hack for Torchbearer cool (or else I wouldn’t have put forth the effort to make one), I feel obligated to point out that the player characters of a Torchbearer game are, just by the nature of the game, not quite on the same heroic level as Link tends to be in the Zelda games. I’m not looking at changing the core game loop, so going into the dungeon will still be a harrowing experience that slowly grinds the PCs down. This is still a game for old school style adventures, set in Hyrule because the group thinks it makes a cool setting. It’s not really for telling a climatic good vs evil style epic in the style of the video games themselves. Such a story might emerge organically from the exploits of PCs who are both very lucky and very skilled, but if that is your primary goal for a game set in Hyrule, I advise you to look elsewhere.

That all said, I want to revisit those classes I made earlier and expand them to level 10. I will be cleaning up the first 5 levels as well, but you should still consider these classes an open playtest. If you ever take any of these for a spin, I’d love feedback about what worked and what didn’t.

This post will briefly cover Hylians, and then post the Gerudo Spellblade.

Hylians and Foreigners

Hyrule is predominately populated by humans. The three most notable groups being the ethnic Hylians, the Gerudo and the Sheikah. Gerudo and Sheikah are both represented by their own stock and class, and will be described later. Ethnic Hylians are notable for their pointed ears, supposedly so they can better hear the gods. They, along with round eared foreign humans (or of foreign decent), follow the standard rules for the Human stock in Torchbearer.

If you wish for the Human nature questions to more accurately reflect the setting replace ‘Elves and Dwarves’ in question 2 with ‘Spirits and Fairies’ and ‘Goblins’ in question 3 with ‘Bokoblins’.

Gerudo Spellblade

The all-female tribe of the Gerudo Desert, the Gerudo are known for their tanned skin, fiery red hair, and their martial and magical prowess. It is said that in ancient times the Gerudo were once in conflict with the Hylians, to the point where some claimed that the Calamity Ganon itself was Gerudo in origin. While nowadays Gerudo exist mostly peacefully with the other races, the Gerudo Spellblades carry on their mighty legacy, with a mix of martial skills and spellcasting ability.

This class most strongly draws on Ganondorf (various games) and Urbosa (BotW) as its main source of inspiration, as both were mighty warriors with strong magic. Mechanically, it serves much the same role in a party as an elf.  This class was referred to as the Gerudo Shaman in the original forum post.

Gerudo Spellblade Class Overview Gerudo Spellblade Starting Options
Born of the Sun and Sands Gerudo are a product of the harsh climate in which they make their home, tough and strong, they tend to rush at challenges head on. This can not only get them into trouble, but also makes them a little intimidating to outsiders.
Raw Abilities Will 4, Health 4 Wises Choice one of Desert-wise or Hylain Voe-Wise, take a second wise of your choice.
Skills Fighter 3, Arcanist 3, Survivalist 3, Lore Master 2, Pathfinder 2, Scholar 2 Starting Weapon Dagger
Starting Trait Born of the Sun and Sands Starting Spells One random magician/elf spell

The Image of the Desert Goddess

Whether by some divine act or quirk of biology, Gerudo mothers almost always give birth to daughters with strong Gerudo traits despite what should be generations of dilution of the bloodline. Males are extremely rare, with tales saying that a male child will be born to a Gerudo only once a century. In ancient times, such a male child would be destined to become their king, but in almost any era he would very likely be valued too highly to have to turn to a life of Adventuring, and is also likely to be a reincarnation of Ganon. As a result Gerudo PCs are all female.

Gerudo Nature

Write Nature: Gerudo on your character sheet. Your descriptors are Boasting, Demanding and Enduring. Gerudo characters have a base Nature of 3. Answer the following questions to determine your final starting Nature score, and possibly some traits.

Gerudo Nature Questions:

Questions 1 & 2 are the same as the Hylian Nature questions 1 and 2 as described above.

3) Do you thrive in the blistering winds of the Gerudo Desert, or do you seek out the cool breeze of other lands?

  • If you thrive in the heat, increase your nature by 1.
  • If you seek out other lands, you may replace or increase your home trait with Adventurous or Lost.

Gerudo Spellblade Level Benefits

Level 1
Spellblade: You start with a first circle magician spell, chosen at random. You can wield a dagger, bow, polearm or sword (but not two handed swords) and wear leather armor. You cannot use a shield (except as described below) or a helmet.  Each level, choose a level benefit or a new spell (following the same spell progression as an elf ranger).

Level 2
Wilder: as the level 2 Ranger ability

Level 3
Desert Flower Duelist: A pair of swords (one in each hand) can be used like a shield. Must be armed like a regular shield in a conflict. Further, you may cast spells with a sword in each hand, but still need one hand free to cast if you are holding anything but two swords.

Level 4
Bravado: The boldness, tenacity, and size of Gerudo fighters can be awe-inspiring, or, failing that, more terrifying than the enemy. As long as you do not have the Afraid condition, your allies may help you regardless of if they are Afraid.

Level 5
Gerudo Master: Double the benefits of using a polearm, sword, or shield in a fight: choose polearm, sword, or shield. A sword grants +2D per action; a polearm grands +2d to feint and +2d to defend; a shield grands +4d to defend. Note that picking shield does not grant you the ability to use a shield if you cannot already do so, but if you pick shield Gerudo Master does apply when using two swords as a shield with Desert Flower Duelist.

Level 6
Desert Guide: You never need to test or suffer an additional factor due to hot or dry weather. You may provide this benefit to any of your companions at the cost of one draught of water per test avoided or factor removed.

Level 7
Gerudo Steed: You receive a black Gerudo Mare with a fiery mane. As the level 7 Ranger Elven Steed benefit.

Level 8
Gifted: Increase your rank cap for your Fighter or Arcanist skill from 6 to 7, choose which when you take this ability. You may advance the chosen skill to rank 7 as per the standard advancement rules with seven successful and six failed tests.

Level 9
Gerudo Champion: Use Level instead of Will or Health as base disposition for Kill, Capture, and Battle conflicts.

Level 10
Heroic Ability: Choose Pathfinder, Health or Survivalist. The chosen ability becomes “heroic.” When rolling this skill/ability, 3-6 indicates a success (rather than the standard 4-6).
Daughter of Din: Increase Might by 1 (from 3 to 4), further, when you are alone or the highest (or tied for highest) might in a group, you may kill creatures with might equal to yours +2, and do battle against creatures with might equal to yours +4.

Image from Wikimedia commons: link

Building The Gulf of False Hope, Part 4: Adventurers

My Gulf holiday post is still coming along, slowly, but it is coming along (hopefully I can finish them before my players get to them), but it seems like there was another post to get out in the meantime!

I was thinking of something I told the group on our first session: “Adventurers are like lawyers, no one really likes them until they need some themselves.”  My Dad, although not a lawyer, does work in the legal profession, so I have a fair amount of respect for those who do, but I think the cliche got the point across.  Still, I was kicking it around and trying to further crystallize how the average Joe in the Gulf would feel about adventurers in general.

To some extent, the settlers of Pericolosa are more sympathetic than the people of Asila.  After all, either they or their parents or grandparents had to have some sort of adventurous spirit to leave the safety of their old life and start again from scratch in a land full of dangerous creatures.  On the other hand, when adventurers set out from Asila, they go far away, while in the Gulf, their going into ruins practically in your backyard.  There is also a sense among most people in the Gulf that the amount of risk they took is fine and reasonable, but much more than that is just crazy.

While each group has its own perspectives on adventurers, there are a few commonalities that go across cultures.  Adventurers, typically, are smelly, dirty homeless people.  They make their living through robbing the dead, stealing things from terrible monsters, or worse, turning to actual banditry.  They often have no (or minimal) ties to the community, and are liable to skip town at a moment’s notice.  When they pay at all, it’s almost always in strange ancient coins, or in barter for objects that are probably cursed, or the monster they stole it from wants it back.

Still, there is money to be made in dealing with them, and most adventurers are desperate enough that they just have to put up with some price gouging here and there, or carrying enough ancient treasure back with them that they don’t care.  As a result, most communities will put up with them as long as their coin holds out, but not much longer.  Still, in times of crisis, many communities are more than happy to leave the dangerous thing that needs doing in the hands of slightly deranged outsiders.  Expertly resolving these crises can sometimes lead to the individual adventurers involved being welcomed as an honorary member of the community, although they are just as often given a curt “Thanks” and sent on their way.

While, naturally, perspectives on Adventurers vary from individual to individual on the micro level, when looked at as a whole, there are some prevailing trends that generally hold true for most of the races of the Gulf:


When compared to the other, longer lived races, the idea of risking it all for the one big score is a very human mindset.  Every stock is capable of producing people foolish/desperate enough to take up the life, but humans seem to understand the mentality the best.  As a result, most adventurers are human.  Still, the fact that humans who don’t take up the life are likely to UNDERSTAND, doesn’t mean they LIKE adventurers.  At the very least most normal folks wish those smelly, dangerous hobos would go practice their “trade” somewhere else.

Even among humans that don’t have the temperament for adventuring, the propensity for risk-taking and expansion that is most common among the stock results in most villages on the edge and fringes of civilization being human.  Since adventures tend to operate just beyond those fringes, those human villages tend to be the same ones that bear the brunt of the damage when some reckless adventurers piss off, but don’t actually bother to kill a dangerous beast or tribe of goblins.  The fact that human villages actually interact with Adventurers the most, and thus see the most of their poor behavior (if such behavior is the exception or the rule can be debated), doesn’t help either.


While Halflings communities can be found in most decent sized human towns (and visa-versa), Halfling culture can vary from Human culture in several ways.  The most relevant being that, unlike humans, most Halflings just don’t get it.  Going on adventures is just not something a respectable Halfling would do!  A Halfling that has fallen on hard times should have an extended family that can take them in until they get back on their feet.  Even if said Halfling is an orphan and somehow has no family friends that will take them in (a rare case among the general population, but not uncommon among adventurers), wealthy members of their home community would often take them on as a servant, even if they had little need of one.  Honest work like that would surely be more preferable to life on the Road in dark and dangerous places.

Any Halfling that is forced to take up the life must have something WRONG with them if they have no “honest” way to make a living and no one to take them in.  Any Halfling that CHOOSES the life of an adventurer must be even worse!  The other stocks are (to a Halfling) all kind of strange anyway, but Halflings tend to mistrust their own Adventurers even more.  Still, while none would admit it in polite company, many Halflings LOVE to hear stories of grand adventures, especially those that star their own kind.


To the Elves, there is nothing strange about leaving your home to wander the world for a few decades.   There really is nothing strange about “living in harmony with nature” (read: being homeless) while you do it either.  The issue arises with what adventurers DO while wandering.  Elves, with their long lifespan, are naturally one of the more risk averse stocks, and generally take the long view of things.  They tend to prefer the known, safe way of doing things than to take the risk to innovate.  To take the small, guaranteed, gain than to risk it all on a big score.   This is further compounded by the fact that, while a “big score” might last a human and their children a lifetime, money that will last 100 years is not enough for an elf to retire on.

Further, even among the civilized races, elves have a strong taboo against violating the sanctity of the dead.   Merely touching a corpse is only done by their mystics, with intense purification rituals before and after.  Not only is robbing the dead forbidden, but simply entering their spaces, the very same abandoned ruins that Adventurers often raid, a terrible sin.  To the Elves, this is not without good reason.  With their long memories they often know that there is, more often than not, a good reason that lost and abandoned places came to be that way.  They know that the world is much better off if things buried in many of those ruins stay buried.   Violating these places is not only a strain on the spirit of those who do so, but a danger to all involved.

The elven risk averse mentality is antithetical to the one that produces most adventurers, and their social taboos label such things immoral and dangerous.  As a result, few Elves take up the life, and those that do are typically even further removed from their community than Adventurers from other stocks.


The Dwarven word for “Adventurer” more is also their word for “Unemployed”, and both are held in a particularly low regard.   Adventurers don’t craft great works of beauty and they don’t contribute to the good of the hold or their Clan.   The only thing they seem to be good for is that sometimes they manage to bring back rare materials that real dwarves can use to enhance their works, but those times seem few and far between.  Dwarves who don’t contribute are only barely better than Oathbreakers and Cowards (if they aren’t those as well), and Adventuring is not seen as a a profession, let alone an honorable one.

There is a major exception to this in Dwarven culture, and that is the “Grand Venture”.  The actual process of a Grand Venture is not really that much different from what Adventurers do (go to a place, kill/sneak by/outwit the inhabitants, and then loot it), however the key difference is in the (official) justification.  A Grand Venture is one where a group of Dwarves seek out to avenge a great wrong.  This wrong must have been perpetuated against the entire hold or an entire clan, not a personal matter (unless a clever Dwarf can frame the personal matter as an insult to his entire clan), and it must be suitably grand in scope.  Claiming an ancestral hold, recovering a stolen clan masterpiece, even making war are typical examples.   Dwarf grudges being what they are though, what is seen as an honorable Grand Venture for one clan, can be seen as an unprovoked attack by those they perpetrate it against, and can spark feuds that last for generations.

In such cases when the Grand Venture is seen as justified to a Dwarven society, it is not only socially acceptable, but even honorable to abandon your work and strike out when the opportunity presents itself, although they are expected to return to it when their task is complete.  Dwarves on a Grand Venture typically avoid the semi-slur of the Adventurer title, typically taking on a term equivalent to  “Avenger” or something similar.  Some Dwarven adventurers often try to pass themselves off as being on a Grand Venture to avoid the social stigma, how successful this is depends on the Dwarf, and how good their story is.

Why does anyone do this?

In spite, or perhaps because of most seeing them as outsiders, Adventurers are arguably the most free of anyone who lives in the gulf.  Their livelihood is not tied to a specific location or community.   They are not bound by the roles and rule of the caste of their birth. The treasure found in lost ruins can make most wealthier than a lifetime of work in the professions of their parents.  They owe their allegiance to no one save their comrades and patron Saint-Hero (although some authority figures would disagree with that one).  They get to see and experience more than many in their lifetimes.

The life is hard, and many turn to it because they lack the opportunity to do anything else. The majority of adventurers don’t even make it to their first score.  Even those that do survive and make a living off of it, the grind eventually wears them down to the point where they are not physically and/or emotionally capable of continuing it any more.  Still, many wouldn’t trade the life for anything else.

GoFH: The Dead in Skogenby

Friday night I had my first session of what I hope to be many set in the Gulf of False Hope setting I have been working on (still working on the next post for it, it’s just been slow going with all the other things I have going on). I won’t be making a habit of writing up play reports for this game if we start doing more of it, mainly because I want the players to be responsible for information sharing between groups in this game, but I promised some people on the Torchbearer G+ group I would tell them how it went.

This session was supposed to be a test run of Torchbearer, as well as a kind of gauge of interest in dungeon crawl type play.  My Torchbearer experience was (and still kind of is) rather limited, and everyone I had invited, was either new to Torchbearer, or new to RPGs in general, so I decided to go with one of the official introductory adventures, electing on “The Dread Crypt of Skogenby” over “Under the House of the Three Squires” due to the former being much more likely to be able to be resolved in a single session.

We ended up NOT resolving Skogenby tonight, and, in fact, we didn’t get very far at all.  I will not spoil any part of the module that my players did not get to, but spoilers for the early parts we DID get to follow. Continue reading

What I have been up to

Been a very busy last couple of weeks for me, doing a lot of things that are not blogging about games.  A few highlights include:Been a very busy last couple of weeks for me, doing a lot of things that are not blogging about games.  A few highlights include:

  • PAX West: I’ve had the privilege of getting PAX Prime/West tickets the last three years, and going is always fun, but I am always tired after and question if it is worth the hotel expense and the crowds.  Inevitably by the time tickets go on sale next year I have decided that it is and go on the hunt to snag them again.  I went to a lot of cool panels this year, got some free stuff, and got to play a few game demos at the booths.  It was a good trip overall.
  • Inheritance: I just got my wooden edition of Luke Crane’s LARP.  Getting the nine people I need together to play it might be a challenge, but I’ll make it happen one way or another.  If my cellphone camera wasn’t broken I would show you how nice it looks, but otherwise you’ll have to take my word for it.
  • XCOM 2: War of the Chosen: I am obsessing over this game right now, and am also very bad at it (I am playing on the highest difficulty, but I am not having much success).  I think it is debatable if this DLC is worth the price of admission, but it does add a very good amount of content to the game, and I am having fun with it.  A fun little note is that my character pool (custom soldiers that can show up in every run you do) is mostly characters from RPGs I’ve played in, both my PCs, other PCs, and notable NPCs.  Kento, Maxim, and Anya also fill out the roles of the new classes, (as a Reaper, Skirmisher, and Templar respectively).  Might add the Shepherds to my roster at some point too now that I am thinking about it.
  • Disneyland: Not really gaming related, but it was a week long trip that was keeping me from trying to really get anything to happen before then.  Loads of fun.

This week, my night classes pick up again, but once I settle into my schedule I might try to get a game of Torchbearer going with some of my IRL friends and if it goes over well actually transition into running the Gulf (which I will get back on finishing that Calendar on here shortly).

Daydreaming About West Marches 

I’ve been having a craving for some good old-fashioned dungeon crawling lately, and that feeling that I could maybe squeeze just one more game in. Still I am not sure I want to have another regularly scheduled time that I have to dedicate solely to a game, and something more flexible I think would be more up my alley. And, like many gamers, I’ve read the classic blog posts about the West Marches style of play a few times before. While I’ve always kind of liked the idea behind it, my current gaming cravings are actually making me seriously consider starting up a West Marches game for the first time.

For those of you not familiar with the West Marches style game (and don’t want to read the link above), my key takeaways from it are as follows:

  • Exploration/Dungeon Crawl Focused: Classic old-school play, go out into the wilderness, and try to make your fortune braving ancient traps and terrible beasts. Not much of a ‘plot’ so much as getting rich and discovering the secrets of the region.
  • Dynamic Group/Scheduling: Unlike a normal game, there isn’t a set time or group, a session happens whenever the GM and enough players can get together to play one. This allows you to have a large group of people involved in the game while still keeping player count for actual sessions reasonable. It also means that sessions are not held up because someone is “missing” you just play with who is there.
  • Player Driven: Players are in charge of scheduling the sessions, and coming up with their goals for the session. The GM will come up with content, as well as rumors and clues to help give the players ideas, but the actual focus of the game is on what the players want to do.

That’s hitting all my buttons of what I want from my gaming right now, and so I figure it might be fun to give it a shot.

Thus far I am still in the high concept stage and haven’t started getting a group together or anything, but I’ve kinda been daydreaming and brainstorming for a little bit. In no particular order:

  • I’m thinking either D&D Basic (likely Moldvay), or, Torchbearer. Torchbearer is probably what I’d go with if I have my druthers, but it requires a little bit of hacking for a West Marches style game, and old D&D probably has a slightly lower buy-in threshold. Probably don’t want to do a modern D&D, as much as I love 4e, and do enjoy 5e, but the conventions have shifted away from a survivalist, resource management, style of play.
  • For the region, I am thinking of a place called “The Gulf of False Hope”. Across the sea from civilization, the Gulf has seen numerous settlement attempts in ages past, but all have fallen as the once great civilizations crumbled. The game takes place a few generations into a new settlement attempt, with some semblance of civilized society and established towns near the coast, while the interior is still mostly wilderness, with ruins of the previous attempts dotting the landscape.
  • Basically, just enough civilization to give the PCs a safe haven when they need it, but most of the region still being ripe for exploration.
  • I definitely want to include a mix of content:
    • Sources drawing from classic D&D modules, cool stuff I found online, some cleaned up random generator stuff, and of course plenty of my own content and creations.
    • I want to have plenty of stuff that new players could handle, but also stuff that might be out of the league of starting characters.
    • I think also a mix of vary serious fantasy stuff, and also some of the more goofy crap found in old D&D as well.
  • Actual ideas for content include:
    • A powerful green dragon makes its home in the area. Very dangerous, but its laid likely contains vast riches…
    • Beyond the mountains lies a desert, including a great trap filled pyramid.
    • Speaking of the mountains, I’d like to hide this classic module somewhere in there.
    • Some god old fashioned ruins, tombs of long lost knights, abandoned dwarven halls, an ancient coliseum, and crumbling castles
    • The Gulf itself is full of ancient wrecks and potential plunder,
      but also protected by creatures of the deep that have made their home there.
  • Definitely would like to meet new people and expand my IRL playgroup though this, perhaps encouraging established players to bring friends?

Still really in the daydreaming phase at this point, will let you all know if this goes anywhere!