THEME AND TONE
The theme of the game is meant to be high adventure including exciting travel and exploration, epic battles between good and evil, and a thrilling good time for all involved.
The tone of the game is meant to be a dark, noir fantasy. While the players are whisked away on epic fantasy adventures, the setting (and thus the campaign) take place in a dark world filled with monsters, werewolves, vampires, and all manner of dark and terrible creatures that prey on mankind (in this context "mankind" refers to all sentient races). Likewise, as is true in the real world, mankind also preys on itself, and those weaker than itself. Some of the following elements will be common during the course of the game:
- Eldritch Horror - The setting possess strong tones of HP Lovecraft style horror. Insanity and madness are commonplace and it is known as fact that their are cosmic entites from beyond the void that want to devour reality.
- Moral Ambiguity - There is no set definition of what is considered right and wrong in the real world and many believe that, sometimes, the ends do justify the means, no matter how terrible they may be.
- Oppression and Slavery - While the Holy Palorian Empire pursues a noble goal to spread civilization to the masses, how they go about it can definitely be considered a gray area. When they arrive upon foreign shores preaching the "good word" they do not always receive a friendly greeting. Their response, much like the Roman Empire, is to conquer and enslave those who oppose them and slowly convert and integrate them into the Empire.
STORY
The game is designed to be a lower level, high adventure campaign leading to exploits in settings ranging from the bustling streets and alleyways of Innskeep to the deepest, darkest heart of the jungles of Skar and every environment between on a swashbuckling escapade of mystery and discovery!
Main Story - The main storyline will take the characters to multiple locations, some of which include: Urban settings, wilderness travel and survival, ocean voyages as well as encounters in underground/dungeon environments, jungle terrain, cold/frozen settings, hot/desert environs, and much more. Generally the players will be given warning when the environment is going to change and whether this will be a long term (several sessions to a story arc long) or short term (generally no longer than one or two sessions) so that they can plan accordingly.
Character Stories - I will be endeavoring to include elements from each character's background and history into the story of the game. The more detailed and diverse your character's background is, the more content I will have to integrate and the more compelling it will be.
CHARACTER DEATH
As a player, I know how many hours and how much energy is invested into a character's concept and background. As such, in my role as DM I will never outright kill your character without some form of discussion and consent beforehand.
Having said that, sometimes the dice betray us or we make what seems like a good choice, only to learn we didn't have all the information we thought we did. This doesn't always mean the end of that character. This is a world where magic exists and the plane of death is a physical place that can be visited (and potentially escaped from). As well their are a myriad of acceptable undead, including Ghosts and Spectres. Dead doesn't always mean gone.
This message was last edited by the GM at 17:45, Fri 14 May 2021.