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<blockquote data-quote="cdsaint" data-source="post: 1808826" data-attributes="member: 1617"><p>Well, It's been two weeks since I ordered Grim Tales from BadAxe, so hopefully soon I'll recieve it and get my new campaign off the ground. In the meantime I'm doing what work I can without a ruleset, and was hoping for some advice. Magic will be around, with various tribes having various magical traditions (one might be necromantic, another might deal with outsiders, etc.). Firearms will be available but expensive, basically flintlocks as far as tech level goes. I'm hoping that given some information folks might have plot / story / adventure ideas or advice for a low magic campaign that they would be willing to share on this thread.</p><p></p><p> The following is what I have written up so far for my player handout.</p><p></p><p>Transported!</p><p></p><p> The Emporer William IV Archipelago was first discovered 160 years ago in the stormy South Sea. At first glance, it appears to be a lush tropical paradise inhabited by mainly peaceful if backwards natives. At second glance however, you begin to notice the disease, dangerous wild animals, unfriendly natives (some rumored to be cannibals), and natural disasters. At this point you begin to understand why all attempts at colonization to this point have ended in tragedy. Legends of untold riches just don’t pack in the volunteers when all the previous volunteers are dead or missing.</p><p></p><p> About two years ago, a new wave of colonization began, one that doesn’t rely on willing volunteers. Emporer Fredrick I sent forth his edict from the Iron throne: empty the prisons, stop all executions, stop all the standard forms of punishment. All criminals are to be transported to the Archipelago named after his great grandfather, where they will become productive members of The Empire, or die trying! Since then the crime rate has plummeted, the population of the islands have expanded, and raw materials of various sorts have begun to trickle back to the empire from the new colony.</p><p></p><p> Port Helen, a small port city on one of the smallest islands (and a well fortified island) is now the only “free” city in the archipelago, and serves as a waypoint for all goods being shipped to and from the colony. Most of the inhabitants of Port Helen are military and military dependants, and a few transient merchants on their way to or from trading with the colonists. Only free citizens are allowed access to this Island, no natives or “colonist” transportees are allowed. New colonists are dropped off in the ironically named Freeport, the only other city of any size on the islands. Once on the islands the only law is survival of the fittest. </p><p></p><p> Your characters have either been convicted of some crime (major or petty, real or imagined, it really doesn’t matter) or for some unknown reason have decided to be transported. You cannot be sure what the future holds, but for certain it will be interesting. And dangerous. Possibly fatal.</p><p></p><p></p><p>Thanks, Chris</p></blockquote><p></p>
[QUOTE="cdsaint, post: 1808826, member: 1617"] Well, It's been two weeks since I ordered Grim Tales from BadAxe, so hopefully soon I'll recieve it and get my new campaign off the ground. In the meantime I'm doing what work I can without a ruleset, and was hoping for some advice. Magic will be around, with various tribes having various magical traditions (one might be necromantic, another might deal with outsiders, etc.). Firearms will be available but expensive, basically flintlocks as far as tech level goes. I'm hoping that given some information folks might have plot / story / adventure ideas or advice for a low magic campaign that they would be willing to share on this thread. The following is what I have written up so far for my player handout. Transported! The Emporer William IV Archipelago was first discovered 160 years ago in the stormy South Sea. At first glance, it appears to be a lush tropical paradise inhabited by mainly peaceful if backwards natives. At second glance however, you begin to notice the disease, dangerous wild animals, unfriendly natives (some rumored to be cannibals), and natural disasters. At this point you begin to understand why all attempts at colonization to this point have ended in tragedy. Legends of untold riches just don’t pack in the volunteers when all the previous volunteers are dead or missing. About two years ago, a new wave of colonization began, one that doesn’t rely on willing volunteers. Emporer Fredrick I sent forth his edict from the Iron throne: empty the prisons, stop all executions, stop all the standard forms of punishment. All criminals are to be transported to the Archipelago named after his great grandfather, where they will become productive members of The Empire, or die trying! Since then the crime rate has plummeted, the population of the islands have expanded, and raw materials of various sorts have begun to trickle back to the empire from the new colony. Port Helen, a small port city on one of the smallest islands (and a well fortified island) is now the only “free” city in the archipelago, and serves as a waypoint for all goods being shipped to and from the colony. Most of the inhabitants of Port Helen are military and military dependants, and a few transient merchants on their way to or from trading with the colonists. Only free citizens are allowed access to this Island, no natives or “colonist” transportees are allowed. New colonists are dropped off in the ironically named Freeport, the only other city of any size on the islands. Once on the islands the only law is survival of the fittest. Your characters have either been convicted of some crime (major or petty, real or imagined, it really doesn’t matter) or for some unknown reason have decided to be transported. You cannot be sure what the future holds, but for certain it will be interesting. And dangerous. Possibly fatal. Thanks, Chris [/QUOTE]
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