Morwaythien Trails: Difference between revisions

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==='''Locales'''===
==='''Locales'''===
*<b>Rabbitcrown</b> (under construction)
*<b>Rabbitcrown</b>: Nmed after a local, somewhat specially bred breed of conies whose odd fur coloration gave it the appearance of having a circlet not unlike a crown about the brow. Nevertheless, it once had a position as a major port upon the Alwamank Sea, having in its favor a natural bay wherein flowed the River Anthe. As the world goes, though, rulers and favor rises, rules and favor falls. The hereditary Ducal family of Wehlenspaat, through a rise in favor, had relocated their seat of power forty miles up (north) along the coast to Stormcove a century earlier, leaving Rabbitcrown as a baronial reward to the Harhdeen Family, and that worthy House still controls the city, for better or worse. Mostly...for the average.
 
Rabbitcrown is primarily an agricultural center, with fields to the south and east, producing enough crops (beans, cabbage, some corn) and livestock (sheep, pigs) to feed itself, its outliers, and to the larger cities, including Stormcove and sometimes as far as Eironcap (Duchy Eironcap's seat) (produces raw metals). Imports include finer qualities of wood, various metals, etc.
 
Some cities are broken into Districts, others into Suburbs, and others, Neighborhoods. Rabbitcrown, given its name...is broken into various Warrens, now just a tongue-in-cheek reference to the city's origins. The various Warrens within Rabbitcrown include Golden Water, Ivy Shade, The Dog Docks, East Gate, the Haunted Burrow Greens (otherwise known just as 'The Greens'), The Barrows, Cold Gate, South Side, and Darkpole.
*The forest of Garthan
*The forest of Garthan
*Brokesword Bay
*Brokesword Bay
*Grayhaven
*Grayhaven
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Revision as of 15:46, 16 March 2025

Morwaythien Trails is a Labyrinth Lord PBP campaign DM'ed by ncc2010 and currently running on RPGnet.
IC | OOC | Recruitment | Wiki

About the Campaign

After long and careful consideration, this is a Labyrinth Lord game. Basic or Revised is okay. I have both, and have since ordered (though I can't afford it and the wife will kill me when it comes in) the Advanced LL game book. Right now, the Revised (without illustrations) can be had at DriveThruRpg for zero down and zero payments, so in my book, that's a good thing. In any event, LL Basic and Revised really aren't that different, and so I'm not worried about it.
In any case, we're playing as per rules - nothing special, just follow the rules.
We'll be doing some cross-country, though the first adventure (which I'm writing) will be a short dungeon crawl, so plan accordingly.

Premise

The setup simply is that the characters, over the past two or three days, have fallen in together for mutual assistance and protection as they travel through the lands of Morwaythien, following a lesser-travelled and somewhat overgrown road through the forest of Gartha on their way to the town (not quite city) of Rabbitcrown, which seats firmly along the north-eastern coast of Brokensword Bay. Why? Do adventurers actually need a reason 'why'?

Rules

  • Labyrinth Lord game. Basic or Revised is okay.
  • Use Orokos for the character generation rolls, I'm good with 4d6, drop the lowest, and place where you want.
  • Pick your species.
  • Mages and Clerics, pick a spell, any spell, that's yours to start.
  • No alignment tongues. Thieves Cant ok.

Campaign Map

TBD

Players

Experience

Known Creatures

  • Kobolds* Standing between eighteen and thirty inches tall, these creatures have elongated, doglike snouts, long, almost doglike ears that are mounted high upon the skull

Treasure

Notes

About the World

The Calendar

Under Construction

Deities

TBD
0

Locales

  • Rabbitcrown: Nmed after a local, somewhat specially bred breed of conies whose odd fur coloration gave it the appearance of having a circlet not unlike a crown about the brow. Nevertheless, it once had a position as a major port upon the Alwamank Sea, having in its favor a natural bay wherein flowed the River Anthe. As the world goes, though, rulers and favor rises, rules and favor falls. The hereditary Ducal family of Wehlenspaat, through a rise in favor, had relocated their seat of power forty miles up (north) along the coast to Stormcove a century earlier, leaving Rabbitcrown as a baronial reward to the Harhdeen Family, and that worthy House still controls the city, for better or worse. Mostly...for the average.

Rabbitcrown is primarily an agricultural center, with fields to the south and east, producing enough crops (beans, cabbage, some corn) and livestock (sheep, pigs) to feed itself, its outliers, and to the larger cities, including Stormcove and sometimes as far as Eironcap (Duchy Eironcap's seat) (produces raw metals). Imports include finer qualities of wood, various metals, etc.

Some cities are broken into Districts, others into Suburbs, and others, Neighborhoods. Rabbitcrown, given its name...is broken into various Warrens, now just a tongue-in-cheek reference to the city's origins. The various Warrens within Rabbitcrown include Golden Water, Ivy Shade, The Dog Docks, East Gate, the Haunted Burrow Greens (otherwise known just as 'The Greens'), The Barrows, Cold Gate, South Side, and Darkpole.

  • The forest of Garthan
  • Brokesword Bay
  • Grayhaven