The Blood of Terralon
The planet of Terralon is home to many creatures, wonders and dangers. It’s ecology and inhabitants are inextricably linked to the presence of a magical ore called “arcanite”.
The campaign takes place on the continent of Eraltir, rich in magical arcanite ore. The native inhabitants of this land (Eraltirn below) have been affected by prolonged exposure to this magically rich environment. The land is permeated by arcanite, which is deadly in its raw (energy) form. The relative equilibrium of the land has been disrupted, however, due to the addition of settlers 200 years ago hailing from the neighboring continent of Altria. The two vastly different lands were separated by he tumultuous Manastorm which, until recently, blocked off any realistic passage between the two continents.
Mysteriously, 200 years ago the Manastorm subsided allowing settlers from Altria to traverse the Poserin Ocean in droves. Ferried upon magical airships, the Altrians constructed vast cities of steamwork and magic, all of which were fueled by arcanite and its trade. These cities acted as hubs to shuttle refined arcanite back to the Altrian settler’s respective empires, who required increasing supplies of arcanite for their magical and technological wonders.
Eraltirn (Natives): Lizardfolk, Drack, Goliaths, Grippli, Hobgoblins, Pygmys, Tengu, Dromite, Kobolds
Unlike the magically-infused lands of Eraltir, the relatively scarce quantities of arcanite on Altria prevented over-exposure by its inhabitants (Altrians below). The trace presence of arcanite, however, allowed for the utilization of refined arcanite ore in the development increasingly complex magical and technological inventions. As such, the acquisition and control over arcanite on Altria created numerous conflicts and alliances throughout the history of its inhabitants, who created powerful empires driven to increasing heights by pressure from their competitors. Vying for control of the precious ore eventually led to a scarcity, spurring the peoples to search for new sources of the arcanite to power their growing empires. These expeditions eventually led them to Eraltir, which became accessible following the ebb of the Manastorm.
Altrians (Settlers): Humans, Dwarves, Gnomes, Halflings, Elves, Drow, Half-Elves, Atlan, Half-Orcs, Goblins, Mechanites
Our story takes place 200 years after settlement of Eraltir, as bold adventurers are drawn into the unexplored and perilous frontier in search of precious arcanite.
Extra Planar: Asimar, Tiefling, Slith
- Meeting Time: To be decided!
- Location: Alex/Travis/Steve’s House
- Food and Drink: You are free to bring your own and/or share! We can also work out arrangements on a week-by-week basis.
- You are excited to help create and explore a world with your friends.
- You are interested in envisioning and bringing a character to life through your ideas and actions.
- You would like to be a part of an ever-changing narrative which is influenced by the decisions of yourself and your friends.
- You are attracted to the idea of sitting around a table with friends, snacks, and dice while having a damn good time.
- You want the opportunity to help test and refine an awesome new RPG.
Messages for the DM (Optional but welcomed!)
- Item Wishlist: Compile a list of items and item properties you find ideal for your character so I can better arm the party.
- Character Traits: Provide specifics on an ailment, property, or trait your character has which may come into play during the campaign.
- Character Growth: Have any major/serious changes planned for your character? Coming of age, personal transformation, test of strength, ideological crisis etc. Contact me and we might be able to work it in to the game.
- Personal History: Help me flesh out the campaign by providing information on your character’s personal history, acquaintances, family, and dark secrets. These things may appear and play a pivotal role in the story!
1. Why Bother?
The only reason to play a pencil-and-paper RPG these days is the people you play with; it’s the the world and characters you create with your friends that make this game unforgettable. That means being invited to a campaign is a trust to help make your collaborative world the most fun it can be.
2. Collaborative Storytelling
The game works best when everyone is equally committed to making it work. If the mechanics are easy and fluid, then we can all spend our efforts where they’re really important: imagining and roleplaying.
3. A Character-Building Experience
Each player will have access to pertinent materials relevant to their character. This means that more people know more rules and so can have more fun roleplaying.
Your character isn’t just a personality concept and it isn’t just a set of abilities to roll dice for larger or smaller numbers. It’s both those things, but through the alchemy of roleplay and story, it becomes more: it becomes a persona, a role to inhabit. That’s hell of fun. It’s also worth devoting time to thinking about.
Take some time and think about what kind of person you might wish to play and what conceits you enjoy, and then dig around in the game system to make those ideas possible. Bugbear nature priest? Bumbling rogue with a golden tongue? Sullen elf with strange and prophetic tattoos? There are nearly infinite possibilities.
In other words, you’re responsible for making sure your characters shows up at camp with their boots on the right feet and their halberds sharpened. And also for knowing what they can do with those halberds.
4. So Then What?
When you take some time and think about who your avatar is and how it works, you’ll come to the table with confidence, mechanical know-how, and a character idea you care about.
Imagine a game where combat is easy, exciting, and fast – instead of slow and halting- and where you can focus on strategy, solving puzzles, talking with people and monsters, and figuring out the twists and turns of the world you’re inhabiting. That’s the kind of game we’re going to create together. And you’re invited.
The most important word is “play”, in its best possible senses.
5. Campaign Info and Additional Requirements
We’ll be running Dario Nardi’s Radiance RPG.
AttN (Arrow through the Neck) (phrase): The means by which a Dungeon Master arbitrarily kills a player character because the player has that character do something that the Dungeon Master disapproves.
Back Loaded (adjective): Refers to a class, spell, ability or other graduated rule whose benefit(s) at its later stages are greater than those of its initial ones. Contrast Front Loaded.
BBEG (Big Bad Evil Guy) (term): An arch-villain, -nemesis, or -foil used by the Dungeon Master, often in a recurring role, as the climax to an adventure, story arc or campaign. Etymology: Message Boards, term first used in the thread Honesty vs. Story.
Cheese (noun): 1. (derogatory) Character, spell, feat or other game overpowered element or combination of games elements. 2. Use of rules elements that violates the spirit of the rules without violating the technical wording. Etymology: English slang, taken from the term cheesy, meaning shabby or cheap.
Crunch (noun): Related to, resembling or dominated by game mechanics. Contrast Fluffy. Etymology: Gaming industry, term made popular by Sean K. Reynold’s euphemistic essay on the gaming industry entitled, Forgotten Rums.
Dump Stat (noun): An attribute that is often dumped for a specific class or build.
Flavor (noun): Referring to the narrative description of a class, race, monster or power so as to make it appear completely different, even though it remains the same, mechanically, as contemplated on page 55 of the 4e Player’s Handbook. See Fluff.
Fluff (noun): Euphemism referring to a published material or portion of a published material that contains flavor text, see also Crunchy. Etymology: Gaming industry, term made popular by Sean K. Reynold’s euphemistic essay on the gaming industry entitled, Forgotten Rums.
Front Loaded (adjective): Refers to a class, spell, ability or other graduated rule whose benefit(s) at its initial stages are greater than those of later on. Contrast Back Loaded.
Gish (noun): Character who combines elements of an arcane caster and melee combatant. Etymology: Dungeons & Dragons, refers to a title original given to Githyanki fighter/magic-users.
Gygaxian (adjective): A campaign with a high mortality rate for player characters, and often characterized with dungeon crawls and death effects for which there is no (or little) defense or save. Etymology: a mischaracterization of the campaigns run by E. Gary Gygax, one of the founders of Dungeons & Dragons, often based on the S1: Tomb of Horrors tournament module he wrote, which was published for Advanced Dungeons & Dragons (First Edition).
House Flavor: 1. (noun) An official variant of unofficial customized description of an object, creature or power in a game that does not alter its mechanics; 2. (verb) to create house flavor. Compare House Rule.
House Rule: 1. (noun) An official variant or unofficial customized rule used within the confines of an individual play group; 2. (verb) to create a house rule. (Var. Houserule.) Compare House Flavor.
Metagame (verb): To make character decisions in an RPG based upon game knowledge rather than character knowledge.
Metagamer (noun), 1: A player who uses out-of-character knowledge to benefit his in-game character. 2: Someone who metagames.
MAD (Multiple Attribute Dependency) (expression): Phrase referring to character classes whose abilities require good scores in multiple attributes rather than just one. (Compare Single Attribute Dependency.)
Min/Max (term), 1: A player who designs her character, usually within the basic parameters of the rules, to maximize that character’s advantages and minimize its disadvantages. 2: A power gamer.
NAD (Non-Armor class Defense) (noun): Fortitude, Reflex and Will Defenses.
Nova (term) A character built to expend all of its powers immediately to devastating effect, but leaving it severely weakened afterwards. 2. (verb) To expend all ones powers immediately, often “to go nova”.
Page 42 (term): Refers to the ability of the DM to invent new rules to accommodate improvised actions by characters. Etymology: page 42 in the Dungeon Masters Guide (4th edition), which contains tables for improvising difficulty checks for actions not otherwise contained in the rules.
Page 55 (term): Refers to the ability of the player to reflavor powers, as long as the power does not mechanically change. Etymology: page 55 in the Player’s Handbook (4th edition), which contains the rule for reflavoring powers. See Flavor.
Power Creep (noun): The tendency of RPGs to increase the PCs’ power level as more supplements are released.
RAW (Rules as Written) (term): Strict interpretation of the rules. Referring to the implementation of rules as they are literally written in the core rulebooks. Often times invoked to solve disputes involving semantics and questionable use.
RAI (Rules as Intended) (term): Loose interpretation of the rules. Referring to the implementation of the rules as they were intended, regardless of semantics of how they were written in the core rulebooks.
Railroad (verb): To, as a DM, force the players along a linear storyline that often does not allow for deviations created by player input.
Rider Effect (phrase): Any effect of an attack other than damage.
Rules Lawyer (noun), 1: A player who is knowledgeable of the rules and uses them to his advantage; sometimes even to the extreme of using one rule to argue a point to his advantage, then using another rule to argue against that point when it becomes a disadvantage. 2: A gamer knowledgeable of the rules.
SoD (Save or Die) (phrase): An effect that can remove a character from combat in one round regardless of hit points. Etymology: prior editions of D&D, which had many spells that killed a player character if he failed a saving throw.
SAD (Single Attribute Dependency) (expression): Phrase referring to character classes whose abilities require good scores in one attribute rather than several. Compare Multiple Attribute Dependency.