Long-term goals of GMC: Quirin Campaign Setting and Quirin Saga (updated 01-14-08)

Grum_l

First Post
'Come to the world, where mortals created and became gods, where the Long Night powers orcs and undead and where ruins of a glorious past let deities fear for their existence. A world of enigmatic NPCs: from the Ancients, over the mythical Sirison and the Guardian of Simit to a being of unknown age and power, the Quirin.'

I think most of you here will remember the text above found in the descriptions of GMC products. Long-term goals of GMC are the creation of an interesting epic campaign setting and a saga that can be played on Quirin (or in any other campaign setting). This thread will provide you with an overview about their development stage. Additional information will be added from time to time!

If you own any of the Quirin Adventures, you have already noticed that each module could be played as part of a campaign. Until now three campaigns were started - the "Mystic Gathering" campaign started in Quirin Adventure #2: First Challenge, the "Nikon" campaign started in Quirin Adventure #1: Nrasra's Death, and the "Simit" campaign started in Quirin Adventure #3: Door to Simit Al. More campaigns are planned (e.g., for level 30 and above). After all adventure and side module products of a specific campaign were published, a Quirin Campaign product similar to the FREE Quirin Campaign #1: The Temporal Key will be released that contains the complete campaign framework.

Finally, a Quirin Saga product that contains the saga framework will be released. The campaign world "develops" with the creation of GMC products. A separate Quirin Campaign Setting is planned for the distant future.

Development Stage:

Mystic Gathering

Quirin Adventure #2: First Challenge, by Christian Janke. Level 1. Released May 05. The heroes unwillingly meet each other on a grassy field near the small town of Clearwood. A mystic effect has transported them to this place far away from their homes. With nothing but their lives and equipment, they search for their destinies and a way home. The 15th Clearwood Tournament or the Tomato Contest provides their first opportunity to earn some money. Multiple enemies, like the fat gnome Zetto, or the small dwarf Karl are their first challenge.

Quirin Adventure #5: The Secrets of Maevis, by Christian Janke. Level 2. Released March 07. The heroes become involved in a burglary of a shop and the murder of its shopkeeper. During their investigation, they may discover the remains of a forgotten temple of darkness and death, the plans of an evil organization called the Moonwalkers, and the dangerous secrets of a former hero named Maevis. The characters could face an artistic militia captain, a frightened witness, the Hats and its "immortal" leader, a darling of Clearwood, a forgotten undead family, the hazards of the Great Well, a "twin" of a PC, and an energy drained, deadly enemy.

Quirin Adventure #8: Black Pearls, by Christian Janke. Level 3. Release unknown.

Nikon

Quirin Adventure #1: Nrasra's Death, by Christian Janke. Level 10. Released April 05. The heroes hear about monsters, which have lately been terrorizing a large wood and a road crossing it. They discover a connection between the monsters, escaped from their confinement, and the fated death of an unknown, venerable sorcerer who lived in the wood.

Quirin Adventure #4: The Clownish Village, by Christian Janke. Level 10. Released December 05. The heroes arrive in Ridge Ville, a village located in a temperate mountainous area of an evil empire full of half-elf masters and nonhalf-elf slaves. They may discover a claustrophobic bounty hunter, an impotent noble, an imprisoned gladiator, an intriguing constable, and a scheming mercenary, among many other interesting NPCs. They could face charmed or hungry monsters, the Black Squadron, natural hazards of the Heaven's Band, the Flaming Circus, the powers of a desirable minor artifact, and the wrath of a demilich's vassal. Whether they decide to explore the area that is in need of good deeds or not, they will be accused of the abduction of the Count of Ridge Ville.

Quirin Adventure #7: Ancient Rebirth, by Christian Janke. Level 11. Release unknown.

Simit

Quirin Adventure #3: Door to Simit Al, by Christian Janke. Level 21. Released July 05. The characters discover a hidden cave entrance and find an ancient place of mystery. Before they meet the elf arcanum Glerion, a mad 15,000 year old guardian, they have to explore a dangerous labyrinth filled with numerous traps and several powerful creatures such as an arcane tree.

Quirin Adventure #6: Lost & Forgotten, by Christian Janke. Level 22. Release end of 07.

Side Campaigns and Add-On Encounters

Quirin Campaign #1: The Temporal Key, by Christian Janke. Level 10. Released October 06. This is a side campaign using the following GMC modules: Quirin Adventure #1: Nrasra's Death, Quirin Adventure #4: The Clownish Village, the upcoming Quirin Adventure #7: Ancient Rebirth, Quirin Encounter #1: The Ethereal Thief, and Quirin Encounter #2: Brianna. The heroes are on a quest for a stolen minor artifact to prevent a possible dark future. Following a historical trace from a former owner to a grave hidden in "paradise," they face several obstacles and discover a connection between the powerful item and a strange past of their own.

Quirin Encounter #1: The Ethereal Thief, by Christian Janke. Level 3. Released April 06. This underground encounter serves as an Add-On for Quirin Adventure #4: The Clownish Village. The heroes face an ethereal thief, which lives underground.

Quirin Encounter #2: Brianna, by Christian Janke. Level 7. Released June 06. This urban encounter serves as an Add-On for Quirin Adventure #4: The Clownish Village. The heroes, sleeping at an inn, face a bloodthirsty woman.

Quirin Encounter #3: Healing Device, by Christian Janke. Level 11. Released November 07. This wilderness encounter serves as an Add-On for Quirin Adventure #1: Nrasra’s Death, Quirin Adventure #4: The Clownish Village, or the FREE Quirin Campaign #1: The Temporal Key. The heroes face a specialized fighter in an abandoned hut where a healing device supports the ideal of law.
 
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