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Anarenn solo campaign (Loth keep out)
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<blockquote data-quote="Ambrus" data-source="post: 3976667" data-attributes="member: 17691"><p>Hi Nightbreeze,</p><p></p><p>I have to admit a fondness for solo games, so I'm certainly interested. I enjoy the freedom to make unusual characters that solo campaigns provide without the worry of unbalancing a party. The freedom to choose one's own path and to take the campaign in unusual directions is likewise enticing.</p><p></p><p>You only mention humans, halflings, gnomes, dwarves, goblins and orcs as races inhabiting Anarenn; certainly nothing wrong with those, though I am curious what other types of creatures might be around. The world sounds fairly human-centric; is your preference to have a human PC? I'd have no problem with playing one, though I find solo-campaigns a great opportunity to try unusual races (I love Savage species).</p><p></p><p>For instance, I find your mention of "ancient spirits of nature" inhabiting the primeval forests of Anarenn intriguing. Imagine a campaign based around those spirits awakening in response to a sacred wood being besieged by unscrupulous tree-clearing human settlers of the Empire. Playing a crusading human druid trying to stop the loggers would be a natural (heh heh) choice, but so might playing a young elemental or treant intent on defending its home. <em>Awakening in the primeval forest, a young sapling discovers the felled bodies of its ancestors littering the forest floor around it. Intent on revenge, the lone sapling must uproot itself and undertake a quest to stop the despoilers through wit, guile and force of branch, all the while seeking the council and aid of other elemental spirits.</em></p><p></p><p>If you'd prefer more direct interaction with humans and their world, then a being capable of shape-shifting into human form would be an option. I find the noble metallic dragons, with their ability to adopt alternate forms, use magic and fight to be versatile PCs in solo campaigns. It'd make a good infiltrator in some type of intrigue-based campaign. <em>A young dragon hatches alone in a new world far different from that of the bygone age when its kind were sovereign rulers over all of Anarenn. Now, great swaths of the primeval forest have been cleared by humans and their ilk. A lone hatchling must make its way discreetly through the intrigue-laden Empire they have forged if it wishes to grow and prosper. Adopting various human guises, the dragon creates friendships and alliances as it seeks its own path; one that will swell the worth of its horde while bringing it the power which is its birthright.</em> What can I say; I'm a sucker for dragons. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Your description of the eastern-European-style kingdoms of the Virdee reminds me of one particular Romanian warlord rumored to be amongst the undead. I imagine playing an undead spirit or ghost able to occasionally posses mortals would be an interesting premise for a campaign. <em>A ruling dynasty lays sundered in the east. A young lord, the proper heir of the kingdom, lies cold and dead in his bedchamber; the victim of his rivals' murderous intrigues. The spirits of his ancestors will not accept him within their ranks however; they demand vengeance first. And so a restless spirit stirs in the darkened halls of the royal palace as the young lord returns from the grave. The dead lord's shadow now drifts purposefully through the lands of the living as it seeks those who damned it to an eternity of torment.</em></p><p></p><p>A human-centric solo-campaign also lends itself well to fish-out-of-water characters. Pretty much any type of monstrous character could be played as a redeemed orphan trying to survive in human lands. The choice of race could reflect some pre-established campaign history; perhaps pointing to a race that was defeated and nearly wiped out by humans during the Empire's growth. <em>As the Empire's frontiers plunge ever farther across the land, ancient tribal-grounds of the old races are overrun and subsumed. Nowadays, the few descendants of those ancient peoples are reviled and hunted as monsters by the citizens of the Empire. Hatred, distrust and contempt abound, but there are yet small islands of kindness and succor to be found within the empire. The high temple of the Church of the High Father is one such island. Within its grounds a lone would-be monster has been embraced by the pious clergy and raised to respect the church's doctrine. Now grown, a righteous love for the High Father propels it to undertake a pilgrimage beyond the protective walls of the temple; a crusade to prove its worth and faith as it hunts wickedness amongst the humans who would mock its monstrous appearance.</em></p><p></p><p>If monstrous PCs aren't your cup of tea however, more conventional characters are always possible. Perhaps a gypsy-esque character intent on ferreting out evil cabalist and summoned demons. <em>A foul wind blows across the kingdoms of the Virdee. Rumors abound that sinister, and some would say "infernal" forces are behind the growing corruption in the hearts of men. Escalating feuds threaten to consume the land and its people in war and hellfire if nothing is done. A lone wanderer dressed in worn clothing and versed in the old ways walks into a sleepy city. Its people cannot see that they however on the brink of the Abyss. Gifted with the Second Sight and taught to hunt and slay the ancient evils, the wanderer sees and recognizes much that they'd miss however. He alone has the skills and weapons needed to dispatch these wicked foes of men.</em> Of course, playing the flip side of that coin is also appealing to me. <em>A lone imp, the lowliest of infernal creatures, moves discreetly through the gutters and alleys of the city of Ingrest. It moves in the form of animals as it dodges the ever vigilant Inquisitors of the church of the All Father. Seeking to further the plans of Hell, it whispers promises of power into the ears of both noble and low-born alike. If it succeeds in delivering enough corrupted souls for its infernal tithe and by doing so impress its overlords, perhaps it will earn itself a promotion down through the infernal ranks in time. And time, is definitely on the immortal demon's side...</em> <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p><p></p><p>I don't know if any of my ideas strikes a cord in you, but think about it all and let me know your thoughts on the matter. As you can see above, I'm fairly flexible concept-wise at this point. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Ambrus, post: 3976667, member: 17691"] Hi Nightbreeze, I have to admit a fondness for solo games, so I'm certainly interested. I enjoy the freedom to make unusual characters that solo campaigns provide without the worry of unbalancing a party. The freedom to choose one's own path and to take the campaign in unusual directions is likewise enticing. You only mention humans, halflings, gnomes, dwarves, goblins and orcs as races inhabiting Anarenn; certainly nothing wrong with those, though I am curious what other types of creatures might be around. The world sounds fairly human-centric; is your preference to have a human PC? I'd have no problem with playing one, though I find solo-campaigns a great opportunity to try unusual races (I love Savage species). For instance, I find your mention of "ancient spirits of nature" inhabiting the primeval forests of Anarenn intriguing. Imagine a campaign based around those spirits awakening in response to a sacred wood being besieged by unscrupulous tree-clearing human settlers of the Empire. Playing a crusading human druid trying to stop the loggers would be a natural (heh heh) choice, but so might playing a young elemental or treant intent on defending its home. [I]Awakening in the primeval forest, a young sapling discovers the felled bodies of its ancestors littering the forest floor around it. Intent on revenge, the lone sapling must uproot itself and undertake a quest to stop the despoilers through wit, guile and force of branch, all the while seeking the council and aid of other elemental spirits.[/I] If you'd prefer more direct interaction with humans and their world, then a being capable of shape-shifting into human form would be an option. I find the noble metallic dragons, with their ability to adopt alternate forms, use magic and fight to be versatile PCs in solo campaigns. It'd make a good infiltrator in some type of intrigue-based campaign. [I]A young dragon hatches alone in a new world far different from that of the bygone age when its kind were sovereign rulers over all of Anarenn. Now, great swaths of the primeval forest have been cleared by humans and their ilk. A lone hatchling must make its way discreetly through the intrigue-laden Empire they have forged if it wishes to grow and prosper. Adopting various human guises, the dragon creates friendships and alliances as it seeks its own path; one that will swell the worth of its horde while bringing it the power which is its birthright.[/I] What can I say; I'm a sucker for dragons. ;) Your description of the eastern-European-style kingdoms of the Virdee reminds me of one particular Romanian warlord rumored to be amongst the undead. I imagine playing an undead spirit or ghost able to occasionally posses mortals would be an interesting premise for a campaign. [I]A ruling dynasty lays sundered in the east. A young lord, the proper heir of the kingdom, lies cold and dead in his bedchamber; the victim of his rivals' murderous intrigues. The spirits of his ancestors will not accept him within their ranks however; they demand vengeance first. And so a restless spirit stirs in the darkened halls of the royal palace as the young lord returns from the grave. The dead lord's shadow now drifts purposefully through the lands of the living as it seeks those who damned it to an eternity of torment.[/I] A human-centric solo-campaign also lends itself well to fish-out-of-water characters. Pretty much any type of monstrous character could be played as a redeemed orphan trying to survive in human lands. The choice of race could reflect some pre-established campaign history; perhaps pointing to a race that was defeated and nearly wiped out by humans during the Empire's growth. [I]As the Empire's frontiers plunge ever farther across the land, ancient tribal-grounds of the old races are overrun and subsumed. Nowadays, the few descendants of those ancient peoples are reviled and hunted as monsters by the citizens of the Empire. Hatred, distrust and contempt abound, but there are yet small islands of kindness and succor to be found within the empire. The high temple of the Church of the High Father is one such island. Within its grounds a lone would-be monster has been embraced by the pious clergy and raised to respect the church's doctrine. Now grown, a righteous love for the High Father propels it to undertake a pilgrimage beyond the protective walls of the temple; a crusade to prove its worth and faith as it hunts wickedness amongst the humans who would mock its monstrous appearance.[/I] If monstrous PCs aren't your cup of tea however, more conventional characters are always possible. Perhaps a gypsy-esque character intent on ferreting out evil cabalist and summoned demons. [I]A foul wind blows across the kingdoms of the Virdee. Rumors abound that sinister, and some would say "infernal" forces are behind the growing corruption in the hearts of men. Escalating feuds threaten to consume the land and its people in war and hellfire if nothing is done. A lone wanderer dressed in worn clothing and versed in the old ways walks into a sleepy city. Its people cannot see that they however on the brink of the Abyss. Gifted with the Second Sight and taught to hunt and slay the ancient evils, the wanderer sees and recognizes much that they'd miss however. He alone has the skills and weapons needed to dispatch these wicked foes of men.[/I] Of course, playing the flip side of that coin is also appealing to me. [I]A lone imp, the lowliest of infernal creatures, moves discreetly through the gutters and alleys of the city of Ingrest. It moves in the form of animals as it dodges the ever vigilant Inquisitors of the church of the All Father. Seeking to further the plans of Hell, it whispers promises of power into the ears of both noble and low-born alike. If it succeeds in delivering enough corrupted souls for its infernal tithe and by doing so impress its overlords, perhaps it will earn itself a promotion down through the infernal ranks in time. And time, is definitely on the immortal demon's side...[/I] :] I don't know if any of my ideas strikes a cord in you, but think about it all and let me know your thoughts on the matter. As you can see above, I'm fairly flexible concept-wise at this point. :) [/QUOTE]
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