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Sell me on your low magic grim and gritty (LM/GnG) homebrew
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<blockquote data-quote="The Prince of Cats" data-source="post: 1594485" data-attributes="member: 20287"><p>I am still working out the particulars of this campaign, but this looks like a good way to organize my thoughts.</p><p></p><p><strong>Campaign:</strong> no proper name yet, I tend to think of it as 'my barbaric campaign' for lack of better nomenclature.</p><p></p><p><strong>Core Ethos Statement:</strong> The PCs won't know it initially but this world is an alternate history of our own. They will be playing in the Appalachian Mountains with the vague technology level and culture of Native Americans circa 1400s. Hence, bows, spears, and stone tomahawks will be the weapons of choice with an added emphasis on Hand-to-Hand combat.</p><p></p><p><strong>Who are the heroes?:</strong> PCs will be limited to the "Wilderness Classes" out of the PHB and several variations out of Unearthed Arcana. Prominent NPCs include a wizened Druid who acts as the spiritual leader for the tribe, a young Wolf Totem Warrior pulled from Monte Cooke's Arcana Unearthed who doesn't understand the nature of her differences, and a rash Barbarian/Ranger multiclass who has sworn his life to the eradication of Orcs.</p><p></p><p><strong>What do they do?</strong> In this primitive setting survival is a struggle in and of itself, especially with the herds of game animals dwindling due to Orcish over-hunting. The Humans have a long standing feud with the Orcs that is only inflamed when one group stumbles upon a mystic cave once inhabited by a dragon. The Human culture places a premium on honor, and many exploits are incited by a desire for revenge or to save face. There is a system of dueling that is recognized almost unanimously by Human tribes and Orcish clans in this part of the world.</p><p></p><p><strong>Races:</strong> PCs are restricted to Humans, or a very rare Half-Orc, if there's a good back story. Orcs are the only other humanoids on North America to begin with but there will be a few run-ins with colonizing Elves before the campaign is out.</p><p></p><p><strong>Classes:</strong> Really only Barbarian and Ranger are available to start with while other paths such as Druid, Stalker (Wilderness Rouge), and Totem Warrior will become available as a result of good roleplaying.</p><p></p><p><strong>Threats, conflicts, villains?</strong> Two competing Orc clans will have it in for our PCs, but must also be wary of the terrifying and uncontrollable Dragon Magic, and the subverting powers of the foreigners (Elves). There has also been an influx of dire wolves locally and rumors of lycanthropy.</p><p></p><p></p><p><strong>Nature of magic</strong> The bulk of the magic available to the PCs will be low-level Ranger/Druid stuff. I am planning on having the Head Druid cast Reincarnate on fallen heroes so there is a remote chance of returning in human form, but for the most part they will simply fly/scamper off into their version of the afterlife. Clerical Magic will be unheard of and Arcane portrayed as uncontrolable and malevolent. What few magical items will become available will be unique and generally two-edged.</p></blockquote><p></p>
[QUOTE="The Prince of Cats, post: 1594485, member: 20287"] I am still working out the particulars of this campaign, but this looks like a good way to organize my thoughts. [b]Campaign:[/b] no proper name yet, I tend to think of it as 'my barbaric campaign' for lack of better nomenclature. [b]Core Ethos Statement:[/b] The PCs won't know it initially but this world is an alternate history of our own. They will be playing in the Appalachian Mountains with the vague technology level and culture of Native Americans circa 1400s. Hence, bows, spears, and stone tomahawks will be the weapons of choice with an added emphasis on Hand-to-Hand combat. [b]Who are the heroes?:[/b] PCs will be limited to the "Wilderness Classes" out of the PHB and several variations out of Unearthed Arcana. Prominent NPCs include a wizened Druid who acts as the spiritual leader for the tribe, a young Wolf Totem Warrior pulled from Monte Cooke's Arcana Unearthed who doesn't understand the nature of her differences, and a rash Barbarian/Ranger multiclass who has sworn his life to the eradication of Orcs. [b]What do they do?[/b] In this primitive setting survival is a struggle in and of itself, especially with the herds of game animals dwindling due to Orcish over-hunting. The Humans have a long standing feud with the Orcs that is only inflamed when one group stumbles upon a mystic cave once inhabited by a dragon. The Human culture places a premium on honor, and many exploits are incited by a desire for revenge or to save face. There is a system of dueling that is recognized almost unanimously by Human tribes and Orcish clans in this part of the world. [b]Races:[/b] PCs are restricted to Humans, or a very rare Half-Orc, if there's a good back story. Orcs are the only other humanoids on North America to begin with but there will be a few run-ins with colonizing Elves before the campaign is out. [b]Classes:[/b] Really only Barbarian and Ranger are available to start with while other paths such as Druid, Stalker (Wilderness Rouge), and Totem Warrior will become available as a result of good roleplaying. [b]Threats, conflicts, villains?[/b] Two competing Orc clans will have it in for our PCs, but must also be wary of the terrifying and uncontrollable Dragon Magic, and the subverting powers of the foreigners (Elves). There has also been an influx of dire wolves locally and rumors of lycanthropy. [b]Nature of magic[/b] The bulk of the magic available to the PCs will be low-level Ranger/Druid stuff. I am planning on having the Head Druid cast Reincarnate on fallen heroes so there is a remote chance of returning in human form, but for the most part they will simply fly/scamper off into their version of the afterlife. Clerical Magic will be unheard of and Arcane portrayed as uncontrolable and malevolent. What few magical items will become available will be unique and generally two-edged. [/QUOTE]
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