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Non Zeitgeist Campaign in Zeitgeist Setting?
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<blockquote data-quote="RangerWickett" data-source="post: 6011798" data-attributes="member: 63"><p>Depends on what the party wants. A Yerasol War campaign could just be a lot of fighting, or it could cast the PCs as privateers, hiding in coves throughout the islands, occasionally slipping out to attack Danoran supply ships, or being called upon via <em>sending</em> to lend aid to the Risuri military.</p><p></p><p>You might set something a few centuries ago in Flint, when the witches were lording it over atop Cauldron Hill. Or have them in the Malice Lands as Danor is trying to build its railroad -- maybe they're brigands, or bodyguards for surveyors -- and they come across some old ruins from before the Great Malice. </p><p></p><p>Heck, maybe they randomly get hired by operatives of the Obscurati who are searching through various tombs, dungeons, and ruins, looking for old magic that could be useful. Set them up in a position somewhat similar to Rock Rackus, where they're effectively just below the lowest tier of the Ob hierarchy, doing grunt work and getting a sense that their bosses are up to something odd. You'd be able to hop all over the world, since the bosses could pay for transportation, and maybe only a third of the adventures would actually need to be related to anything mysterious; the rest could just be handling the different cultures and challenges of getting from here to there.</p><p></p><p>I would say, though, generally steer clear of Ber until we get adventure 6 out, and steer clear of Elfaivar until adventure 8. I mean, do what you want, but we haven't put out a ton of info on those places yet, and it might be best not to risk contradicting something that matters to the plot later.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 6011798, member: 63"] Depends on what the party wants. A Yerasol War campaign could just be a lot of fighting, or it could cast the PCs as privateers, hiding in coves throughout the islands, occasionally slipping out to attack Danoran supply ships, or being called upon via [i]sending[/i] to lend aid to the Risuri military. You might set something a few centuries ago in Flint, when the witches were lording it over atop Cauldron Hill. Or have them in the Malice Lands as Danor is trying to build its railroad -- maybe they're brigands, or bodyguards for surveyors -- and they come across some old ruins from before the Great Malice. Heck, maybe they randomly get hired by operatives of the Obscurati who are searching through various tombs, dungeons, and ruins, looking for old magic that could be useful. Set them up in a position somewhat similar to Rock Rackus, where they're effectively just below the lowest tier of the Ob hierarchy, doing grunt work and getting a sense that their bosses are up to something odd. You'd be able to hop all over the world, since the bosses could pay for transportation, and maybe only a third of the adventures would actually need to be related to anything mysterious; the rest could just be handling the different cultures and challenges of getting from here to there. I would say, though, generally steer clear of Ber until we get adventure 6 out, and steer clear of Elfaivar until adventure 8. I mean, do what you want, but we haven't put out a ton of info on those places yet, and it might be best not to risk contradicting something that matters to the plot later. [/QUOTE]
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