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Help me Brainstorm: Fantasy Roanoke for Daggerheart
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<blockquote data-quote="Reynard" data-source="post: 9837346" data-attributes="member: 467"><p>We are starting an in person Daggerheart campaign tonight and I could use some help in brainstorming the foundational stuff of the first "adventure".</p><p></p><p>We established the overall setting in our session 0: speaking in very broad trope terms, the Old World is a fantasy, elf-dominated western roman empire that never "fell" and now it is the age of sail/exploration, populated primarily by the "Tolkienesque" ancestries of Daggerheart; the New World is dominated by the various "anthro" ancestries of Daggerheart, in nations and confederations of societies that range broadly in technological levels. "Colonization" is friendlier in this version than our history, with deals being honored more than overwhelming force being brought to bear. Importantly, there is no disease inequity so the New World is not an empty wilderness for the Old World to plunder. Colonists are largely people being pushed out of the empire and colonies are a combination of religious settlements, separatist camps and folks trying to make a profit. We are not going to overly focus on colonialism so much as the travails of being colonists, if that makes sense.</p><p></p><p>Among the epople the elven empire is pushing out are those that are empowered aka have PC classes in Daggerheart. That is why the PCs are together: they are the second wave of colonists at a previously established site.</p><p></p><p>But, this site turns out to be the Roanoke. That is, when the PCs land ashore, they find that the colony is empty, with no signs of struggle nor even sign of packing up and leaving.</p><p></p><p>There are local people nearby to talk to and a trail to follow, as well as the village itself to explore.</p><p></p><p>I am looking for ideas on how to make this interesting and serve as a stepping stone for the broader campaign.</p><p></p><p>Where did everyone go? Why?</p><p>What is in the village that is a little scary and wonderful and dangerous? And how does that drive things forward?</p><p>Who are the locals? Will they help?</p><p></p><p>That sort of thing. Again, I am just looking to brainstorm, so no ideas are bad ideas. Well, some ideas can still be bad ideas, but let's be optimistic!</p><p></p><p>ETA: One fun element that came up during character generation that is relevant is that there is a brusque black market trade in something called Faerie Amber which is some sort of magical drug. It exists because one of the PCs is a faerie rogue (syndicate) and we needed something that made sense for them.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9837346, member: 467"] We are starting an in person Daggerheart campaign tonight and I could use some help in brainstorming the foundational stuff of the first "adventure". We established the overall setting in our session 0: speaking in very broad trope terms, the Old World is a fantasy, elf-dominated western roman empire that never "fell" and now it is the age of sail/exploration, populated primarily by the "Tolkienesque" ancestries of Daggerheart; the New World is dominated by the various "anthro" ancestries of Daggerheart, in nations and confederations of societies that range broadly in technological levels. "Colonization" is friendlier in this version than our history, with deals being honored more than overwhelming force being brought to bear. Importantly, there is no disease inequity so the New World is not an empty wilderness for the Old World to plunder. Colonists are largely people being pushed out of the empire and colonies are a combination of religious settlements, separatist camps and folks trying to make a profit. We are not going to overly focus on colonialism so much as the travails of being colonists, if that makes sense. Among the epople the elven empire is pushing out are those that are empowered aka have PC classes in Daggerheart. That is why the PCs are together: they are the second wave of colonists at a previously established site. But, this site turns out to be the Roanoke. That is, when the PCs land ashore, they find that the colony is empty, with no signs of struggle nor even sign of packing up and leaving. There are local people nearby to talk to and a trail to follow, as well as the village itself to explore. I am looking for ideas on how to make this interesting and serve as a stepping stone for the broader campaign. Where did everyone go? Why? What is in the village that is a little scary and wonderful and dangerous? And how does that drive things forward? Who are the locals? Will they help? That sort of thing. Again, I am just looking to brainstorm, so no ideas are bad ideas. Well, some ideas can still be bad ideas, but let's be optimistic! ETA: One fun element that came up during character generation that is relevant is that there is a brusque black market trade in something called Faerie Amber which is some sort of magical drug. It exists because one of the PCs is a faerie rogue (syndicate) and we needed something that made sense for them. [/QUOTE]
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