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I started running games in "The Land" about three years ago. I had created game worlds before, but this one was my first traditional fantasy campaign. Traditional however, is a bit of a stretch, as my players quickly found out. I wanted a world that strengthened certain characters and downplayed other aspects of the traditional fantasy genre. I wanted a world where I could run parties of only Mages and Priests and parties of only Warriors and Rogues without sacrificing the fabric of the world itself. I wanted a world where the fantastic was truely fantastic, but that the mundane could still be adventure.
The Land grew up out of these desires. Slowly at first, then even slower as things progressed. Even to date, only a large area of flatlands and the mountains that flank them are detailed. Other areas have sparse notes, and still others exist only as places on the map. However, those areas that are detailed form a rich tapestry from which to weave tales. There is enough familiarity, diversity, and exotica to entertain me, and, by judging from my players responses ... entertain others as well.
The Land is generally low magick. While there are powerful sorcerers, they are few and far between. There are a great deal of priests, but most of them are minour neophytes, or low ranking clergy out to spread the good word. A party with more than one magick user is magick heavy compared to what they will normally encounter. There are exceptions however. And the adventurers quickly learn to be suspicious of strangers. Warriors fair better. Between the Goblins in the mountains to the north west, to the rebellion against the Thrilltorian Empire to the east, from the packs of slave trading Gnolls roaming the frontier, to the tribes of wild lizard men dwelling in the Delton Marsh to south east, good sword arms are always in demand. A man could easily make his fortune in mercenary work. But as the saying goes, he who lives by the sword, dies by the sword. Woodsmen and Hunters have ample ground to explore. The frontier is left as a buffer zone between the human Thrilltorian Empire and the Elven Kingdom to the south. It has become a haven for just about everyone and everything. The Hunter's less reputable cousins can find ample room for both intrigue and mischief in the free city of Platiglio on the shore of the great inland sea, the Mod. Justice is often swift and sure however, and besides, everyone knows the money is in the Elven Cities of Elliel and Andor. Those who study the "Way of the Soul" or the powers of the mind are few and far between. Occasionally a Dwarf or Elf will show some prowess. Many don't know that the Halflings in the hills to the south are inherently skilled in such powers -- to the extent that those who lack abilities of some sort are often shunned and outcast. Knowledge of those ways are limited beyond the hills however, as the Halflings keep to themselves and detest intrusion.
Geography: May take some tyme to load
Hail, Well Met and Farewell! |