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| Campaign: Moral Decisions | ||||||||||||||||||||||||
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| One of the recurring themes in the campaign that I plan to focus on is presenting the players with moral decisions. Often these decisions will be tring to choose the lesser of two evils, as good and evil work in shades of gray in the World of Samoth (for the most part). Other times, it will not be clear to the players that there is a right or wrong or good or evil choice in any given situation, and they will have to decide what they think is right. For this reason, it's important that you spend some time thinking about your character's belief system. Decide what he or she thinks is good and evil, right and wrong. | ||||||||||||||||||||||||
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| Campaign: Power Level | ||||||||||||||||||||||||
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| I plan on sticking pretty much "by the book" in terms of character generation. I don't like ultra-powerful characters running throughout the world because that just makes me create stronger and more powerful adversaries for you to fight. I'm a little more into a "realistic" world (as realistic as a fantasy world with elves and dwarves can get). Therefore, it will be a very exceptional occurrence for a first level character to have an 18 in any one ability score. You will advance to 2nd level relatively quickly so that you won't be killed so easily, but after that advancement will be a little more slow. As far as rolling ability scores, everyone will roll 4d6 six times and discard the lowest die each time. You may then arrange the scores as you see fit. Note that in 3rd Edition rules, you get to raise one ability score by one point every four levels. | ||||||||||||||||||||||||
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| Legal & OGL | Campaign: Use of Prophecy | |||||||||||||||||||||||
| Typical to a fantasy campaign, there will be varying levels of prophecy, but I will not overdo it and in fact, most prophecies or more like fairy tales or fanciful stories. The players will have to decide for themselves whether or not they believe in a particular prophecy and whether or not they choose to follow it. | ||||||||||||||||||||||||
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| Campaign: Compliance with 3rd Edition Rules | ||||||||||||||||||||||||
| World Primer 2 | ||||||||||||||||||||||||
| The campaign will stick fairly closely to the rules; however, certain areas of the game can be slow and boring for novice players. Therefore, we won't spend a lot of time picking out mundane items such as bedrolls, lanterns, rations, etc. We'll assume that each character has equipped himself with these items at some point prior to adventuring. If there's something that you want to make sure you have (such as iron spikes or glass flasks), please note it on your character sheet. Other than that, you only need to note major items on your sheet (weapons, armor, mounts, etc.). Additionally, we'll follow the rules for spellcasters pretty rigidly with the exception of material spell components on which the rules will be relaxed. |
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| The World: History | ||||||||||||||||||||||||
| I've put a fair amount of effort into developing the history of the world, and it should add to the world's depth during gameplay. I have more than a basic outline, including the history of other parts of the world and a timeline stretching back hundreds of thousands of years. Most of the detail of the world that is revealed to starting players can be found in the Chronicles of Morlund Estrelle. Other parts of the world's history will be revealed during gameplay through roleplaying and through documents that I provide to the players. The current age of the world (called the Dorrenic Era in the western parts of the world) began roughly 503 years ago when the Hallowed Prophet Dorren "discovered" the monotheistic religion of AEtonism. Slowly the religion spread throughout the western countries and eventually became the equivalent of an official state religion. As characters, you will all be starting in the west, so I have given the world's timeline based on the AEtonist Church Calendar. Note that other parts of the world do not use this calendar. The years before the current age are referred to as P.D.E. (Pre-Dorrenic Era) and count backwards starting from Cero Ani (Year Zero). Most of the history of the PDE has been lost, mostlyly because the ultra-conservative AEtonist leaders of the current age destoyed it as they took power. Therefore, most people in the west are somewhat wary of the "official" PDE timeline because they know it is full of inaccuracies and AEtonist biases. |
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| The World: Magick Level | ||||||||||||||||||||||||
| The World of Samoth is a "low-magick" world. A lot of common people (particularly in the west) believe that magick is at its worst the world of evil spirits and at its best that it is a nuisance best left alone. Magick really plays no part in the lives of common people and the more intelligent of the commoners are skeptical that it truly exists. This is not to say that players will not be confonted with powerful evil spirits and mages. | ||||||||||||||||||||||||
| The World: Bad Guys | ||||||||||||||||||||||||
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| The player characters can expect to see all of the typical bad guys. There will certainly be plenty of humanoids, undead, etc., but they will act and look differently than you are probably used to. The main bad guys will actually be humans or humanoids (including elves and dwarves) of rival religious and/or political groups, at least at the beginning of the campaign. Again, most common people do not have much exposure to "monsters" but plenty of people believe that monsters exist. More powerful, supernatural-type creatures may also make an appearance. Plenty of religious fanatics are convinced that these types of creatures exist and they they meddle in the lives of the common man. | ||||||||||||||||||||||||
| World Primer 1 | ||||||||||||||||||||||||
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| World Primer 3 | ||||||||||||||||||||||||
| This page contains no Open Game Content. Refer to the Open Game License for further details on Open Game Content and Product Identify. | ||||||||||||||||||||||||
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