Newbie's campaign idea - comments?

CCamfield

First Post
This is what I was planning on giving my friends as an intro to the campaign I've been working on...

SCARP AND SPIRE

The Situation

The campaign takes place in the city-state of Almara and the area around it. Almara is a coastal city with a unique location, in the narrow strip of land between a bay and the Scarp, a huge cliff running for many miles to the east and west, and half a mile high. Almara is built precisely at the base of an ancient road cut into the cliff; the only known route for crossing the Scarp.

Almara’s current ruler, King Mansur, is highly ambitious, seeking to expand his lands and wealth. Almaran raiders have been attacking shipping and foreign coastal settlements for some time. The King and his city have greatly profited from the loot taken in these raids.

One of the cities most concerned about growing Almaran power is Sadra. The Island of Sadra has little itself to offer, so the Sadrans long ago turned to trade. The island’s location makes it an ideal stopping point for merchant vessels crossing the sea.

The Sadran ruling Council of Seven has decided that King Mansur must be stopped, and have forged several alliances with other cities. Together they have an impressive fleet, skilled sailors, and a reasonable number of militia - but few skilled soldiers. So they have signed contracts with several mercenary companies to provide a solid core for boarding action and beseiging the city.

The players are new members of one of these mercenary companies, or have been assigned to it by their commander. This particular company, Haskar’s Regiment, is led by three lieutenants. The lieutenants maintain that Haskar is still alive, and meet with him in his command tent daily to discuss strategy. But no one has seen him since he disappeared several years ago. The lieutenants claim that he was struck by a curse which rendered him permanently invisible; still, no one has heard him speak in that time either.

The Sadran force is strong enough that the Council - not to mention the mercenaries - believe that they will hold a strong edge in the conflict. But they may learn that taking a city in an unknown land is one thing; holding on to it is something else altogether.

Character Options

In this land, those directly touched by the divine - clerics, druids and paladins - are few and far between. The days when the gods directly intervened in the world or granted fantastic powers to their priests are long ago, recorded in religious tomes. Special permission would be required for players to create a member of one of these classes.

Several different strains of arcane power, however, are in practice. Book-bound wizards and wyrmblooded sorcerers exist, as well as astrologers (whose powers derive from the bodies in the heavens), elementalists (who record spells in books like wizards, but whose magic is oriented around one of the four elements), and myrmidons, who combine a specialized school of magic with warrior training.

The ranger class is replaced with the mercenary ranger. Also available is a similar class, the guerilla. Guerillas see the wilderness as an environment in which to fight and exploit, rather than one which should be protected or embraced.

Healing services are available in cities and smaller communities from arcane healers, who base their abilities on properties of the natural world and the balance of the four humours within their patients.

As a final note, many classes (wizards, sorcerers, guerillas, mercenary rangers, and arcane healers) have the option of studying herbalism to create both mundane and magical effects.

(The myrmidon, guerilla and mercenary ranger are from the AEG book Mercenaries; astrologers, elementalists, arcane healers and herbalism are from the Atlas Games book Occult Lore.)

The lands around Almara are home to some new races and cultures, but I’m not certain yet about allowing players to start with a character from those races - since that would reduce the element of exploration.

Adventures

The initial game situation is obviously military, which can be made to last a varying length of time depending on players’ interests. (It could be quite short or skipepd entirely if there is no interest!) Assuming the Sadrans take the city, the campaign will then broaden into a variety of action and exploration of the lands around Almara.


((The inland races and cultures could include the bael, lahryk, and makall from AEG's Mercenaries, as well as barbarian halflings of the hills, and nomadic desert dwarves - long ago expelled from their underground homes by ridge goblins - who use elephants as mounts.))
 
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Oops - just realized that this doesn't really talk about the terrain of the area. Below the Scarp it's comparatively lush; above the Scarp there's some semi-desert along the edge and a few miles inland, and beyond that, for the most part, is full-blown desert.
 

Welcome to these forums.

I always hated when I posted something and got no feedback, so I saw that this was your first post and read it. Had to say something.

I think you're idea is solid. Sounds like you have the area firm in your mind and that is a nice thing, a fine place to start. If you can picture it, good bet that you will be able to make the players picture it too.

Good luck.
 

Welcome, CCamfield! I think your idea sounds good.

I'm running a campaign where cleric wasn't an allowed class at first. I would now allow it, if one of the current PCs dies, and the player can convince me.:D I allow anyone with the herbalist skill to create healing potions that heal 1d6 damage. It's not much, but good enough to keep a character from dying, unless they take massive damage from a single hit. I also don't allow ressurection. You would think these restrictions would make my players somewhat circumspect, but so far it hasn't, really.

I'd love to see the map to your city of Almara. If you have it in jpg format, you can post it here.

Again, welcome to ENWorld!
 

I kind of like the idea of placing your PC's in a larger military situation. Would they be in command of any troops or would they merely be a part of a larger force. And if so how do you plan on running the larger mass battles ? I was wondering because I was thinking about having the players get called up by their local militia and thought it would be cool to run a few massive battles for a semi epic feel. Well good stuff and welcome to the boards :)
 

Thanks for the replies! Malachai, my characters are going to be grunts, not in command, at least at the beginning.

For actual battles I have a couple of routes in mind:

- for action actually played out, I'd use the skirmish system in AEG's Mercenaries. This stays fairly close to the regular system and could be used to simulate action in just the part of the battle where the PCs are, or a skirmish if the players are part of a small group sent to take care of something (take over a village, say).
- for a very high-level determination of the battle, I'd wing it, or steal ideas from either 7th Sea or the new LOTR game. Both of them have an abstract system for the ebb & flow of the battle.

In battles themselves I'd try to pick something dramatic for the players to do, like take a small hill, defend a flag, or have a chance to capture a minor enemy commander. (It'd have to be a minor officer, since they'll only be level 1...)

I haven't actually got a map of the city yet! I've been working on a map of the surrounding countryside, first I had a sketch and now I'm fiddling with a program called Izandawo.
 

Ok, since Buttercup asked - a map of Almara.
 

Attachments

  • almara.jpg
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Ooo, very nice, CC! So tell us a little about this place. And while you're at it, can you also tell us about the mapping program? I've never heard of it, and I've been searching for the perfect mapping program for 2 years now...:)
 

Well, I can't tell you everything about Almara because I haven't worked it all out yet. :) The big hidden plot is that King Mansur's regime - specifically, his secret police - have been keeping in check the secret cult of a near-forgotten demon (I haven't really decided yet) called The Eater of Magic, which is currently trapped or in any case unable to break through to the normal world.

When the Sadran forces take the city, the cultists will go on the offensive - they'll start by trying to burn the only library (possibly part of a temple) that has any record of the Eater, and then start stealing magical items and books to sacrifice in an attempt to bring the Eater through. I plan on getting the players a bit mixed up in this but to then take things out of the city - either because they catch one of the local nobility attempting to rape someone, and the authorities want to hush things up and send the players on a scouting mission out of the city... either that, or they learn too much about the cult, and the chief cultist (OF COURSE, actually one of the high-up Sadrans :) ) has them "grabbed" and shipped to the orcish salt mines halfway across the desert. That should give a lot of opportunities for adventure in the desert (including meeting some people who can fill the player in on the cult, and quests/ruin-looting to get items with which to fight the cultists), and when the players get back to the city they should be tough enough to take down the cult or perhaps even the demon if it makes it through.

(As you can see, I still have some details to work out)

The Izandawo mapping program isn't perfect - I highly recommend downloading the sample maps to get an idea of how to do things, because there's little-to-no documentation - but it's not bad. You can download it at http://www.realmcreator.com/

For instance, I couldn't figure out how to draw walls until I realized that walls are just long rectangles... and there's a very important command only in the menus to colour objects with a texture rather than a plain colour.
 

well it seems I will have to check some of these books out. Is there one that you find better or more natural than the rest ? I am curious as I plan on taking a cue from you and trying to introduce mass combat to make the PC's feel like they are part of something larger.
 

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