Campaign Guide
Jun 3, 2014 22:55:14 GMT -8
Post by Jobu on Jun 3, 2014 22:55:14 GMT -8
I am finding the campaign guide much harder to write than anticipated. Most of the problem is from the complete lack of creative writing I've done in the last 20+ years. So for the time being I'm posting the areas of interest. As you all explore and travel the world there will be discoveries made, ruins to explore found and nastiness to be released (accidentally or not). In other words, this list will expand.
Crunpa Depths – the collective Seas and Oceans in the northwest (map A1). The currents here come hard from the northwest, occasionally crashing ships that sail too close to land off a great reef. Movement to the north and/or west cost double movement.
Windy Abyss – deep oceans north of Bufort Island (map A2). Strong winds here blow west to east making naval skirmishes difficult.
Bufort Island – (map A2) A more recently populated land after massive amounts of gold and copper were discovered in the mountains that run down its spine. Regions here have a maximum GP value of 2 more than normal for terrain type.
Bak Ocean – The ocean north and east of the main continent(s) (maps A3-A5). Waters to the north begin to get colder.
Bolok and Vijus Volcanoes – Volcanoes of the western continent. While they haven’t erupted in the last 1000 years, smoke is often seen billowing forth from them.
Decho Mountains – A high altitude mountain range map B3), home to many brutal tribes that have recently formed a single tribe under the largest (the Decho tribe).
Ech Islands – Rich Islands of the east that needed no work to be converted to cultivated (map B6). The Ech Islands are wealthy lands with a strong navigation abilities.
Valley of the Gods – The people of the Valley (map C5) were some of the few to survive the world troubles nearly untouched. The libraries in the Fortress of the Valley contain volumes that even they can no longer read, and they protect their technology and access to their libraries jealously.
People of the Valley are a sub-race of human known as the Heurin that age very slowly (living hundreds of years) and reproduce even slower. They regenerate from minor and moderate wounds nearly instantly and severe wounds in minutes. There is a story about a great barbarian horde coming from the west to force them to breed. Then people of the valley chased down and slaughtered every man in the horde and then a small army marched west and killed every man, woman and child within a years march as a warning against further aggression.
Stone Salt Sea – The Stone Salt Sea (map C4) is a toxic lake with a salt content so high that animals entering it quickly dry up and petrify in minutes, leaving what look like statues all around the regions surrounding the lake. The regions surrounding the lake have sparse brown, dry grass growing in the cracked, hard dirt and salt lands. Massive lightning storms from great amounts of static electricity are a constant feature of the lake.
Dohnak Island – the eastern gateway to eastern travel (map C6). Ocean currents go northeast, east and southeast from here, though none who have traveled east have ever returned.
The Burning Sea – A series of active underwater volcanoes (map D3) make this sea zone dangerous to travel. Patches of water routinely start boiling, gasses emerging from underwater vents have killed all sea life in this area, as well as most sea life in adjacent sea zones.
The Smokey Sea – Great thick fogs (map D5) constantly choke this area, making navigation difficult.
Black Lake – Poisonous lands to the south (map D4, Zlacik, Buchik, Rev) and the poisons from them that leech into the lake make Black Lake a source of poisonous water with no life. The shoreline surrounding the lake, in some cases extending yards away from the lake, is devoid of all life.
Couz Island – The people of this forested island (map E4) are fierce warriors who have resisted multiple attempts to conquer them even when vastly outnumbered.
Crunpa Depths – the collective Seas and Oceans in the northwest (map A1). The currents here come hard from the northwest, occasionally crashing ships that sail too close to land off a great reef. Movement to the north and/or west cost double movement.
Windy Abyss – deep oceans north of Bufort Island (map A2). Strong winds here blow west to east making naval skirmishes difficult.
Bufort Island – (map A2) A more recently populated land after massive amounts of gold and copper were discovered in the mountains that run down its spine. Regions here have a maximum GP value of 2 more than normal for terrain type.
Bak Ocean – The ocean north and east of the main continent(s) (maps A3-A5). Waters to the north begin to get colder.
Bolok and Vijus Volcanoes – Volcanoes of the western continent. While they haven’t erupted in the last 1000 years, smoke is often seen billowing forth from them.
Decho Mountains – A high altitude mountain range map B3), home to many brutal tribes that have recently formed a single tribe under the largest (the Decho tribe).
Ech Islands – Rich Islands of the east that needed no work to be converted to cultivated (map B6). The Ech Islands are wealthy lands with a strong navigation abilities.
Valley of the Gods – The people of the Valley (map C5) were some of the few to survive the world troubles nearly untouched. The libraries in the Fortress of the Valley contain volumes that even they can no longer read, and they protect their technology and access to their libraries jealously.
People of the Valley are a sub-race of human known as the Heurin that age very slowly (living hundreds of years) and reproduce even slower. They regenerate from minor and moderate wounds nearly instantly and severe wounds in minutes. There is a story about a great barbarian horde coming from the west to force them to breed. Then people of the valley chased down and slaughtered every man in the horde and then a small army marched west and killed every man, woman and child within a years march as a warning against further aggression.
Stone Salt Sea – The Stone Salt Sea (map C4) is a toxic lake with a salt content so high that animals entering it quickly dry up and petrify in minutes, leaving what look like statues all around the regions surrounding the lake. The regions surrounding the lake have sparse brown, dry grass growing in the cracked, hard dirt and salt lands. Massive lightning storms from great amounts of static electricity are a constant feature of the lake.
Dohnak Island – the eastern gateway to eastern travel (map C6). Ocean currents go northeast, east and southeast from here, though none who have traveled east have ever returned.
The Burning Sea – A series of active underwater volcanoes (map D3) make this sea zone dangerous to travel. Patches of water routinely start boiling, gasses emerging from underwater vents have killed all sea life in this area, as well as most sea life in adjacent sea zones.
The Smokey Sea – Great thick fogs (map D5) constantly choke this area, making navigation difficult.
Black Lake – Poisonous lands to the south (map D4, Zlacik, Buchik, Rev) and the poisons from them that leech into the lake make Black Lake a source of poisonous water with no life. The shoreline surrounding the lake, in some cases extending yards away from the lake, is devoid of all life.
Couz Island – The people of this forested island (map E4) are fierce warriors who have resisted multiple attempts to conquer them even when vastly outnumbered.