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<blockquote data-quote="Daztur" data-source="post: 5891502" data-attributes="member: 55680"><p>I'm going to be giving the Shrouded Lands a shot with the 5ed play test next month, any ideas for how to kick it in gear? </p><p></p><p>About Shrouded Land apocalypses:</p><p></p><p>chutup's right, nothing lays track for a railroad like an incipient apocalypse, so that’s something to avoid. However, our Long Nights are only a week long so that snippet doesn’t necessarily have to refer to an apocalypse (if anyone even wants to use it, I have no specific ideas for it). As for the sun god killing the night, he’s based on the Gnostic Demiurge and I envisioned his promise to end night as mostly an empty boast, but different DMs could roll with that in different ways.</p><p></p><p>One thing your comments brought to mind is just how few threats there are to humans in this setting who stay home and mind their own business. The gnolls pretty much stay on their side of the sea and all the rest of the intelligent races tend to be territorial and nasty to intruders but not really expansionist (the orcs being the main exception, but they’re more of a nuisance than a real threat). Pretty much all of the non-intelligent critters are plenty dangerous but more of a threat to travellers, not really the sort to eat peaceful villages.</p><p></p><p>I like that. To put my history geek hat on, one thing that doesn’t make sense about a lot of the implied D&D setting is that they’re a lot like Westerns with swords (roadside inns that aren’t in the middle of villages, humans all spread out without a lot of political authority hanging over their heads, lots of isolated farmhouses etc. etc.) but D&D settings are such dangerous places that that kind of organization doesn’t make any sense. Having an isolated farmhouse in an area that has to deal with D&D wilderness encounters is suicidal. What you’d get instead is something that would look like, say, the English/Scottish border during times in which there was a lot of cross-border raiding or the more bloodthirsty bits of the Iron Age: much more clustered settlement (hill forts or the sort of mini-forts you see along the English/Scottish border), much more militarized, much less individualistic and with no man’s land areas in between groups that like to kill each other, no inns or other isolated settlements standing alone and vulnerable. So you get a lot of D&D adventures about the party having to save some rural humans from some nasty critters without any logic about how the hell the humans survive in an area that poses a challenge to adventurers when the adventurers aren’t around.</p><p></p><p>Despite all its goofiness the Shrouded Lands setting mostly hangs together and makes sense. The humans are fairly tightly clustered and there aren’t a lot of mobile threats that the villages, holdings, forts, castles etc. we’ve put in wouldn’t be able to survive. But at the same time, the setting is dangerous as all hell to someone who goes and travels around it randomly or pokes their nose away from the safe areas where humans live, which fits with D&D-style adventure.</p><p></p><p><strong>The Footprints of the Tarrasque</strong></p><p></p><p>Hex 48.24</p><p></p><p>After the Tarrasque broke free of Bergolast (38.28) it harried its erstwhile jailers across the length and breadth of the Burning Lands, its great feet leaving their mark upon the ground. But, as the centuries passed, time has eroded away most of them so that nowhere to they remain as pristine as here where they have been impressed into the rock that lies exposed to the sun and sky.</p><p></p><p>Snakes can often be found here basking in the sun, but little grows within the footprints of the Tarrasque but small yellow flowers that cling to what little soil is found in the cracks of the bare rock. If they are collected, however, they can be made into an oil that can be smeared on blades that can then inflict wounds that trolls find it difficult to regenerate. It stands to reason that these flowers could also be used as a material component for a potion of growth.</p><p></p><p>Hooks:</p><p>-Anything interesting about the snakes?</p><p>-Who knows about the properties of these flowers?</p><p></p><p>My posting output has gone down because I've been getting work done on the compilation. I'll post a newer version of it tonight (Korean time), but it'll have everything except the northwest chunk, the grey mountains, the freeholds, the Kingswood and the City. That's where a lot of the write-up density is though, so still a lot to do.</p></blockquote><p></p>
[QUOTE="Daztur, post: 5891502, member: 55680"] I'm going to be giving the Shrouded Lands a shot with the 5ed play test next month, any ideas for how to kick it in gear? About Shrouded Land apocalypses: chutup's right, nothing lays track for a railroad like an incipient apocalypse, so that’s something to avoid. However, our Long Nights are only a week long so that snippet doesn’t necessarily have to refer to an apocalypse (if anyone even wants to use it, I have no specific ideas for it). As for the sun god killing the night, he’s based on the Gnostic Demiurge and I envisioned his promise to end night as mostly an empty boast, but different DMs could roll with that in different ways. One thing your comments brought to mind is just how few threats there are to humans in this setting who stay home and mind their own business. The gnolls pretty much stay on their side of the sea and all the rest of the intelligent races tend to be territorial and nasty to intruders but not really expansionist (the orcs being the main exception, but they’re more of a nuisance than a real threat). Pretty much all of the non-intelligent critters are plenty dangerous but more of a threat to travellers, not really the sort to eat peaceful villages. I like that. To put my history geek hat on, one thing that doesn’t make sense about a lot of the implied D&D setting is that they’re a lot like Westerns with swords (roadside inns that aren’t in the middle of villages, humans all spread out without a lot of political authority hanging over their heads, lots of isolated farmhouses etc. etc.) but D&D settings are such dangerous places that that kind of organization doesn’t make any sense. Having an isolated farmhouse in an area that has to deal with D&D wilderness encounters is suicidal. What you’d get instead is something that would look like, say, the English/Scottish border during times in which there was a lot of cross-border raiding or the more bloodthirsty bits of the Iron Age: much more clustered settlement (hill forts or the sort of mini-forts you see along the English/Scottish border), much more militarized, much less individualistic and with no man’s land areas in between groups that like to kill each other, no inns or other isolated settlements standing alone and vulnerable. So you get a lot of D&D adventures about the party having to save some rural humans from some nasty critters without any logic about how the hell the humans survive in an area that poses a challenge to adventurers when the adventurers aren’t around. Despite all its goofiness the Shrouded Lands setting mostly hangs together and makes sense. The humans are fairly tightly clustered and there aren’t a lot of mobile threats that the villages, holdings, forts, castles etc. we’ve put in wouldn’t be able to survive. But at the same time, the setting is dangerous as all hell to someone who goes and travels around it randomly or pokes their nose away from the safe areas where humans live, which fits with D&D-style adventure. [b]The Footprints of the Tarrasque[/b] Hex 48.24 After the Tarrasque broke free of Bergolast (38.28) it harried its erstwhile jailers across the length and breadth of the Burning Lands, its great feet leaving their mark upon the ground. But, as the centuries passed, time has eroded away most of them so that nowhere to they remain as pristine as here where they have been impressed into the rock that lies exposed to the sun and sky. Snakes can often be found here basking in the sun, but little grows within the footprints of the Tarrasque but small yellow flowers that cling to what little soil is found in the cracks of the bare rock. If they are collected, however, they can be made into an oil that can be smeared on blades that can then inflict wounds that trolls find it difficult to regenerate. It stands to reason that these flowers could also be used as a material component for a potion of growth. Hooks: -Anything interesting about the snakes? -Who knows about the properties of these flowers? My posting output has gone down because I've been getting work done on the compilation. I'll post a newer version of it tonight (Korean time), but it'll have everything except the northwest chunk, the grey mountains, the freeholds, the Kingswood and the City. That's where a lot of the write-up density is though, so still a lot to do. [/QUOTE]
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