Points of Light

I like the idea of the world being full of adventure and danger around every turn. Also, for the record "darque" is not a word. It is spelled "dark".
 

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Hmmm, and considering the new info on ye olde zombie.... I think I'll have the swamp below Bogwatch be a zombie-infested swamp, rife with the waterlogged corpses of those who died in the flooding of 150 years ago....
 

Thread unseen, I'd probably grab my old Karameikos Gazetteer, and start a group in the hills of Threshold, maybe with the adventure from the Basic Set DMG as a trial run. Somehow that old classic always works for me to introduce people to adventure. :D
 

I have to agree with the Warhammer vibe, but D&D is high fantasy and Warhammer is...pure awesome heroic fantasy horror. I love both, but they are very different games.

I might use Modron for Judges Guild as my 4e city. The current ramshackle rests on the ruins of the older town that was overun many years ago. The rebuilt dock is bustling with activity especially with stream of refugees from the north which is suffering from the tyranny of the City State of the Invincible Overlord. Modron sits on an estuary near excellent farmland and great forests...but little is known what lies beyond the hills.

The PCs will mostly be people who fled south for a new life so they can be any race or class and the rumble and jumble of people means that the existing power structure is consistently being challenged by newcomers looking to make a new life. Lots of political intrigue as old rivalries and sins of the past are dredged up on the streets.
 

BBQ said:
I like the idea of the world being full of adventure and danger around every turn. Also, for the record "darque" is not a word. It is spelled "dark".

this is internet land, spelling dont count

i like that way they spelt darque....conjures up an image of a gothic baroque sort of dark....
 

Reaper Steve said:
Ah, OK then!

I really enjoyed WFRP for a while, but 1) it got pretty stale IMO (talk about a setting that hasn't changed in 30 years) and 2) the things that made it cool weren't as cool as the things that I liked about D&D.

While I think that 4E will lean (and just lean) in the direction of WFRP, I also think that the points of light concept will remain pretty distant from 'Fantasy Roleplaying in a World of Grim and Perilous Adventure.'

Interestingly enough, thinking about Warhammer 2nd edition, I realized that there are either few or no save-or-die effects in that game. :) For a game that darned lethal, most lethality is just due to attacks that will just kill you due to massive damage. When a troll slams you for 50% to 150% of your hit points in one shot, you don't worry about save or die too much. :D
 

The city Khebrath lies on one of the great rivers that flow into the eastern sea, and it is this alone that has allowed her to flourish in the midst of the surrounding desert. Even in this weary age, the great bazaar of Khebrath swarms with merchants and traders of every description -- dwarven gem-traders from the northern mountains; halfling mariners with their cargoes of exotic woods and spices; elvish mercenaries from the trackless jungles of the far south. In the hundred temples of the city, the smoke of incense and sacrifices floats up to gods both named and nameless; in the courtyards of the academies, priests and wizards debate matters far beyond the earthly concerns of the hubbub outside. The great dome of the Opaline Palace -- ancient and crumbling, but still magnificent -- looms over it all. Here, Queen Yasmira holds court with ambassadors from a dozen nations. To the disappointment of countless noblemen, the queen has sworn she will never marry. She has not revealed the reason, but many of her courtiers whisper about a ancient family obligation and a secret engagement to a bridegroom who may not be mortal.

At night, Khebrath's less salubrious inhabitants creep out from the shadows. The shadowy cabal known as the Court of Masks presides over the cutthroats and poisoners of the city. Warlocks sell curses and maledictions to the desperate or the malicious: a handful of silver to plague your enemy with nightmares, gold to wrack him with pestilence, or a bag of jewels to capture his soul in a bottle. Tiefling grave-robbers sell unholy relics from the tombs of their own forefathers -- for Khebrath was once the heartland of the devil-kings' cruel empire, and the ancient tels and necropoleis still hold the remnants of their warped magics, ripe for the plundering. Of course, only the brave or the foolish venture into the high desert when the moon is dark, for the ghouls of the waste find fresh man-flesh to be a pleasant contrast to their usual fare of sun-baked carrion....
 

some rough ideas and an English/Scotts Gaelic translator.

Baile is a small, fortified hamlet with a population of approximately 200 families built along a valley beneath a dormant volcano. Ancient eruptions carved out the valley and volcanic ash settled onto the ground making for a nutrient rich soil making the region ideal for farming and pastoral livestock. Baile is organized along a traditional manorial system with the inhabitants living together in a village under the leadership of Briac Moc-Main also known as the Wolflord after he drove off a pack of dire wolves when he was a mere 14 years old. Briac’s grandfather established the village out of a band of survivors fleeing the Great Wyrmstorm War and turned it into a prosperous and safe community.

The hamlet is part of a larger network of about two dozen similar villages known as the Confederacy of Mor-Creag. It is also within about two weeks ride of the old imperial fortress of Mor-Creag which serves as the closest thing to a central authority in the region. Baile is a naturally defensible location; the narrow pass that allows access to the valley is guarded by a wooden watchtower manned around the year by members of the local militia equipped with crossbows and spears. Further afield the Greatwood rangers attempt to keep the roads between the villages open so that trade, and if need be, re-enforcements can move between them with relative ease.

At the eastern edge of the village there is the meeting hall and residence of Briac and his family. It is built of stout timber and also contains an armoury, a large cookhouse often used during harvest season to preserve the stores that will see the settlement through the winter, a water driven mill, and a blacksmith. The whole compound is built on a hilltop surrounded by a rough stone wall approximately 15 feet high with an earth embankment behind to create a firing platform. The community also supports 6 full time livery warriors and their families in addition to Briac. These men and women help pitch in during particularly busy seasons but their primary purpose to lead and train the militia and perhaps more importantly fulfill Baile’s obligations to the Confederacy. Each village within the confederacy is required during times of need to muster and equip at least 5 liverymen and a quarter hundred militia levies. This allows the confederacy to field a relatively impressive force consisting of a hundred or so professional warriors along with approximately 500 spearmen and archers.

Baile’s other claim to fame is Briac’s younger brother Drostan, an intelligent man he left the confederacy in his late teens to travel to the Eddinhurst, one of the last great imperial cities and study arcane mysteries with the shadowy Order of the Grey Robe. Upon his return in his late twenties he had become a sorcerer of considerable power, and has proven to be an invaluable asset in protecting the village from the dark powers lurking outside the valley.

The most common race in Baile is humans as they made up most of the population of the empire before the Wyrmstorm War. There is a small semi autonomous clan of halflings living along the southern slopes of the valley, primarily engaged in raising sheep and a dwarven holdfast can be reached after a few days travel. There is also an elvin coven living a nomadic life within the Greatwood traveling from village to village trading forest goods and items plundered from ruined imperial fortresses in exchange for iron goods and other items that are difficult to make on the move. Beyond the walls of the valley however the world is a dark place, the Greatwood Rangers attempt to keep the roads open and clear, or at least passable when the weather isn’t too inclement and will serve as messengers to call other villages for help in the event that one is attacked but other than that most villages are on their own.

Religion in Baile is a relatively informal, yet highly devout affair. The sole priest follows the old Imperial pantheon though his beliefs and those of the town have been influenced by some of the beliefs of the animist elves. The inhabitants recognize 4 major feast days but two of them, the summer and winter solstices celebrated in accordance with the elvin religion. This is largely because over the years the elves have become the providers at those feasts, sharing the fruits of their great hunts with the members of the Confederacy.
 
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Seaworthy is a small fishing village on the edge of the ocean. The community was settled during the prosperous times of The Empire. Largely a human settlement there are a few elves, dwarves and teiflings making their homes there. The village has been worse for wear the last 3 years as storms have rocked it's coasts frequently and now a kobold tribe force up from below by some darker force have begun to raid the village.

The village was stelled by humans during the time of The Empire. It never had any other name, no name was needed when your the only one. The Empire ruled the land for over 500 years but had grown so corrupt when the most recent king died 15 years ago it fell into ruin. A small tribe of elves lives in the forests to the west of the village and sometimes come into town to trade. The Dwarves of the north also some to the village to trade as they will not meet with or trade with the elves directly.

A few teiflings live in the village but their role in society is unstable. Teiflings are descendants of the rules of the ancient Dark One empire, Their real name is unwieldy enough to be nigh unpronounceable in the common tongue so their human slaves merely referred to them as Dark Ones, the Dark ones of the day referred to the weak or unworthy as Teiflings, when their 3000 year long rule ended nearly a melenium ago. The humans claimed the name to insult their once masters.

A road leads East from Seaworthy to Oceancrest a little over 3 days travel away but no one has come down that road and nearly 2 years.
 

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