Sanglorian
Adventurer
There’s no way in hell that my group is going to read enough background material to make an informed decision about what to do in the Shrouded Lands right off the bat so what I’m going to do is that instead of throwing information at them I’m going to make them work for the information. This means that the adventure starts on rails a bit but the tracks dead-end after introducing the PCs to the setting.
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Sounds OK for an adventure to introduce players to this setting? What do you guys think?
Yeah, I think so. One thing I thought would be good is to package each class/race with a hex or two that's most relevant to that c/r. So northern dwarves could get Titan's Skull and something else, gnomes could get the one about them living in walls and maybe the one about the walls of Shuttered, etc. That way, everyone's linked to the setting but no one has to read the whole thing. And then, players can teach one another.
'Hey dwarf, what's an interesting fact about Titan's Skull?'
'Well ...'
OK, for ACKS the game splits the difference between race as race and race as class by having a few race-specific classes for each rare with all of the racial features baked into the racial classes.
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Anything else?
You mentioned a 'nice duality' between the light spells of the King in Splendour and the darkness spells of She Who Waits, but I thought I should point out that it's Alberon who is She Who Waits' husband.
Regarding the bladedancers, I think it's a good fit for them to be priests of Alberon. Being lightly-armoured makes a lot of sense in the city.
Dwarven craftpriests seem to work well for the Speaker to Bronze, who seems to have played a creator role. Would they suit the faithful of the Drinker of Iron? Perhaps the dwarven fury would suit that more martial god.
I think the assassin is fine for the Temple Invisible guys, but if a player would love to play a mystic I reckon they'd have at least a few. I imagined the practitioners of the Stern Way as meditative martial artists, but in fact I think only the meditative part has been established in the setting.
A touch of the druidical makes sense for priests of the Green Lady (I got the sense that magister is a particular rank in the priesthood, rather than a term for all the priests, but I'm not sure). But I think charms would also suit them.
I think one halfling class is fine.
I think we have an orc ranger in the setting, so that's a class to consider. I'm not familiar with ACKS, but would it work to have 'monstrous warrior' and a 'monstrous ranger/explorer' classes, with slightly different abilities depending on whether you're an orc, or a gnoll, or potentially an ogre? Gnoll rangers are a D&D staple.
Another option for the gnomes would be southern gnome tricksters (we also have southern gnome assassins in the setting) and a northern gnome thief.
Gnoll bards would be great. I'd nix their spellcasting. The setting also mentions nordanbjorn bards, which might be worth considering.
I was thinking of the gnollish heart eating as a subsystem that anyone (or perhaps any gnoll) could invoke. Perhaps you could model it with proficiencies? If you wanted a class, perhaps a berserker/barbarian who enters different rages based on the hearts he/she eats?
Have you given any thought to how to model the Witch Clans? Maybe make the spells proficiencies that you can only take at 1st level?
Looking through a list of classes for the Player's Companion,
- What does the priestess do? If it's anything like I imagine it, it could be a good match for the priests of the Green Lady.
- The shaman class should come in handy, for the people of the corn and for monstrous humanoids.
- I feel that Thring is crawling with witches and warlocks. How are they mechanically different from the mage?
- The gladiator could come from the Wedding Band.
I don't know if it fits your idea of a standard party, but the nordanbjorn of the Shrouded Lands were taken directly from Bailywolf's class writeup for ACKS: [Sapient Bears+] a Nordligbjörn class for Adventurer Conquer King so if a player ever wants to be a talking bear, you know where to direct them...
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The Green Lady is more difficult. She's kind of a Nimue figure at the borderland where Arthurian Christianity meets the older pagan traditions.
If your campaign ever makes it to the City of Shuttered Windows, I really recommend picking up a copy of Vornheim. It has a lot of general advice for city adventures but also a bunch of tables that would fit the flavour of Shuttered with minimal modification.
Another vote for Vornheim and the Nordligbjörn from me.
It's been established that elven mages/priests can summon elementals—I don't know if it was ever specified that that is a power granted by the Green Lady or not, but that could be a good place to start with a spell list.