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Generic Fantasy or Fantasy Roman Africa?
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<blockquote data-quote="Pyske" data-source="post: 1553147" data-attributes="member: 3567"><p>The PCs are small town heroes who are stepping into the shoes of the town's Champions while they are away. They will help the town maintain alliances, scare off bandits and raiders, escort the taxes, etc. while the Champions are "away".</p><p></p><p>The home base city for the campaign will be a small coastal town. It is of minor importance: basically a river crossing by the coast. There is some fishing, but little sea travel because of an island in the bay inhabited by powerful flying monsters (including dragons). The main industries are fishing, farming, and hospitality for passing caravans or the rare riverboat.</p><p></p><p>Eventually the PCs will discover that the Champions died fighting monsters on the island. The creatures on the island now want a truce to prevent further bloodshed, which could lead to the town becoming a major shipping port (and growing rapidly). Enter politics and greed, the worlds two biggest sources of adventure.</p><p></p><p>Original Geography: East = ocean bay, South = forest / swamp, desert farther South, West & North = plains / grassland, NE = rough terrain & mountains. Civilization is North, or South past the desert. Standard fantasy races in most of these (elves in the forest, goblins in the swamp, dwarves & orcs in the mountains).</p><p></p><p>African Geography: South = jungle / floodplain, with adjoining desert. North & West = savannah. Do mountains still work to the NE? The capital is NE, but I need some geographic barrier to just building another port closer to it.</p><p></p><p>Original Inhabitants: Halfling farmers who continue to be pushed farther out by human fishermen & townsfolk, who are conquered in turn by the human empire. Nearby communities of mostly peaceful demihumans.</p><p></p><p>African Inhabitants: Halflings become pygmies, fishermen & townsfolk are natives, empire becomes European. Not sure how much to change elves, dwarves, etc. May steal gnomes as minor djinn, since most new players don't immediately pick gnomes to play.</p><p></p><p>Original Military: Empire had knights, crossbowmen, and conscripted peasant rabble. Town defended by militia with bows, spears, leather armor, and by halfling slingers.</p><p></p><p>African Military: Empire has mostly heavy infantry (legions with metal armor, large shield, short sword, and spear or javelin). Empire relies heavily on entrenchment. Militia is mostly unarmored, with spear & small shield.</p><p></p><p>I'm trying not to over-post here. I could get into more detail on most of this, but I'll probably save that so I don't make you read a dissertation on my campaign to give me a little friendly advice. <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><p></p><p> . . . . . . . -- Eric</p></blockquote><p></p>
[QUOTE="Pyske, post: 1553147, member: 3567"] The PCs are small town heroes who are stepping into the shoes of the town's Champions while they are away. They will help the town maintain alliances, scare off bandits and raiders, escort the taxes, etc. while the Champions are "away". The home base city for the campaign will be a small coastal town. It is of minor importance: basically a river crossing by the coast. There is some fishing, but little sea travel because of an island in the bay inhabited by powerful flying monsters (including dragons). The main industries are fishing, farming, and hospitality for passing caravans or the rare riverboat. Eventually the PCs will discover that the Champions died fighting monsters on the island. The creatures on the island now want a truce to prevent further bloodshed, which could lead to the town becoming a major shipping port (and growing rapidly). Enter politics and greed, the worlds two biggest sources of adventure. Original Geography: East = ocean bay, South = forest / swamp, desert farther South, West & North = plains / grassland, NE = rough terrain & mountains. Civilization is North, or South past the desert. Standard fantasy races in most of these (elves in the forest, goblins in the swamp, dwarves & orcs in the mountains). African Geography: South = jungle / floodplain, with adjoining desert. North & West = savannah. Do mountains still work to the NE? The capital is NE, but I need some geographic barrier to just building another port closer to it. Original Inhabitants: Halfling farmers who continue to be pushed farther out by human fishermen & townsfolk, who are conquered in turn by the human empire. Nearby communities of mostly peaceful demihumans. African Inhabitants: Halflings become pygmies, fishermen & townsfolk are natives, empire becomes European. Not sure how much to change elves, dwarves, etc. May steal gnomes as minor djinn, since most new players don't immediately pick gnomes to play. Original Military: Empire had knights, crossbowmen, and conscripted peasant rabble. Town defended by militia with bows, spears, leather armor, and by halfling slingers. African Military: Empire has mostly heavy infantry (legions with metal armor, large shield, short sword, and spear or javelin). Empire relies heavily on entrenchment. Militia is mostly unarmored, with spear & small shield. I'm trying not to over-post here. I could get into more detail on most of this, but I'll probably save that so I don't make you read a dissertation on my campaign to give me a little friendly advice. :) . . . . . . . -- Eric [/QUOTE]
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