Blackgrass Raiders

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This is a Low Fantasy campaign set on our existing continent in the realm known as Durkin (Map #5).


Character Creation

From Fantasy book:
In low fantasy, and in fantasy based on folklore and fairy tales, point values below 100 often work well. An ordinary man thrown into adventure can be a 50-point character. In higher fantasy, characters built on 100-200 points work better; the added points can represent the Rank, Status, and Wealth of aristocrats, or the skills of veteran adventurers such as the heroes of sword and sorcery. In a dark fantasy setting, PCs may need the added points just for survival!

Characters in this session will likely all be Orcs of the Dark Hills, likely from the Blackgrass tribe, although other tribal tie-ins can be entertained. Blackgrass orcs are nomadic and range throughout the Dark Hills, often raiding caravans striking north from Raal or skirmishing with the elves of the Wildwood. That said, characters should have diverse but believable skill sets. Likely characters will be beast-riders, archers, scouts, shield-baring warriors, shaman in training (animal or elemental magics) or mutate brutes.

The starting location will be the southern Dark Hills near where the Wildwood meets the Ozgarn Mountains.


You are likely a novice raider or perhaps elder tribesman who've never risen to heroics previous, or perhaps a veteran whose career is in decline. At 120 points you are not likely complete rookies. It's possible you are not an experienced adventurer, but then it would be unlikely that you have a 15 riding skill and a 18 broadsword skill. You must have some value to a raiding party being sent on a mission.

Characters will have 120 points to start with and up to -45 points in disadvantages, but these must be a tangible part of your back story and your character during role-play.


Characters will be illiterate by default. Being semi-literate (B p24) in the Common tongue will cost 5 pts, literate 10 pts.


Equipment

  • Characters will start with the TL3 starting wealth of $300.00 which in Gurth recently has been three-hundred silver pieces. This can be modified by choosing the Wealth advantage or disadvantage with story backing accordingly. Clothing, weapons, armor and gear should be purchased at base cost in the Characters book from starting wealth. If you have $300.00, you have nothing and are naked walking the harsh stones of the hills. A gold piece is ten silver pieces.


Specialized adventure gear and magical items from Dungeon Fantasy - Adventurers are fine. Magic items must be purchased with character points, at a cost of 1 point per $1000 cost.
* You may buy power stone(s) by spending 3 character points per power level, with a maximum of 10 power level total in all stones/items. Spending 30 points gets you a single 10 point powerstone, or two 5-point stones, etc.

Character outlines must be presented to the GM by the 1st of October in order to be in the outset of the campaign.

Party