Difference between revisions of "Greyhawk Poland 2011 Campaign"

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==Notes==
 
==Notes==
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{{Reflist}}1. Gary Gygax: "When I initially began creating adventure material I assumed that the GMs utilizing the work would prefer substance without window dressing, the latter being properly the realm of the GM so as to suit the campaign world and player group.""Gary Gygax: Q & A (Part XII, Page 40)". EN World. 2007-03-28. http://www.enworld.org/forum/archive-threads/171753-gary-gygax-q-part-xii-40.html. Retrieved 2009-03-15.
1. Gary Gygax: "When I initially began creating adventure material I assumed that the GMs utilizing the work would prefer substance without window dressing, the latter being properly the realm of the GM so as to suit the campaign world and player group.""Gary Gygax: Q & A (Part XII, Page 40)". EN World. 2007-03-28. http://www.enworld.org/forum/archive-threads/171753-gary-gygax-q-part-xii-40.html. Retrieved 2009-03-15.
 

Revision as of 15:44, 5 February 2011

The idea is that this is a v3.5 game, with some house rules and in a world of my own creation using a supplement created 30 years ago for AD&D. This is NOT ELRIC. This NOT Sotrmbringing Filth. WTFgH?

http://en.wikipedia.org/wiki/World_of_Greyhawk#cite_note-79

The game world is a product of my imagination[1]: not the imagination of Gary Gygax, to whom I am most grateful for the 1983 publication of The Boxed Set and its huge Map and for the origins of D&D as its co-creator with Dave Arneson; or the merchandising of Wizards of the Coat, who would like you to believe there is no other Greyhawk but their official versions. [Long time players should make special note to what I am saying here.}

In reality, there is only ONE Greyhawk and you are about to experience it for the first time. I use the information from the Boxed Set as current to up to the Common Year (CY) of 517, retaining ONLY the social, economic and political information contained therein. The world, otherwise, is uniquely mine and, therefore, contains some surprises even for seasoned explorers of The Flanaess.

For the initiate of this game world, my world of Greyhawk is based on a large planet called Oerth. The continent where Greyhawk is situated is called Oerik. Geographically, the game focuses on the northeast corner of the continent of Oerik, which is known as The Flanaess. Greyhawk is a city in that section of Oerik, on the planet Oerth. The game opens in the Elven country named Celene.

While there is plenty of social-political information presented about The Flanaess, going as far back as to explain why that part of the continent is named for the Flan people, I really do not care and, subsequently, neither should my players because as I am the world builder. Neither an Otaku when it comes to Greyhawk nor an obsessive compulsive when it comes to historical details about an imaginary planet, you can relax. There will be no exam.

What sort of ancient history would the inhabitants of The Flanaess know? First consider that the institutionalization of education is a recent invention of modern Mankind and ancient history had no place to sit an examination in medieval Europe, the raw construct of fantasy worlds, what is known would be through oral tradition. Apart from drinking tales like Beowolf, most knowledge is centred around the family community and practical in nature. So a deep Gygaxian knowledge of the history of The Flanaess is well and truly beyond any player character. As far as we understand studying ancient history, the characters are the ancient history of The Flanaess.



IF YOU READ THIS REMEMBER HOW FED UP I AM WITH READING STUFF THAT TAKES MY TIMNE AND OFFERS ME NOTHING IN RETURN. However, thank you for the easy instructios to create an account ^_^

Campaign Back Cover

The world of Greyhawk in 517 (CY) is a continuing expanse of ever growing alliances and conflicts between the races. The nation building conflicts visited upon the races by early Human settlements have been relegated to the long forgotten past by everyone but the Dwarven peoples and to a greater extent, due to their longevity, The Elven people. Still, even to the Elves, time has past and some wounds are healing.

In Celene, the land claimed by the Elven nation, a feudal monarchy has reigned for thousands of years. But for the past few years the monarchy has tried to remove long standing barriers between the Elven people and the other races, particularly the Human city state to the north in Verbobonc. When the Old King died in 511 of old age, he left his daughter, Yolande, to rule as Queen above the objection of her three older brothers and his many council advisors. To their surprise, the Lady Rhalta of All Elvenkind has proven a strong force to contend continuing in her father’s anti-isolationist footsteps and skillfully creating policies and enacting laws enabling co-mingling. Half-Elves, while still not openly accepted, are quietly tolerated and isolated tales of other races squatting in the small thorps of Celene are becoming more common. The situation is so delicate that open hospitality is about to erupt not only with the Human race to the north but with the Dwarven races to the west, races long tolerated because of their own protectionist policies.

Something must be done to save the culture of the Elven people, representing a mere 2% of the entire population of the world of Greyhawk, from assimilation! A secret society is formed to protect the Elven race.

And thus begins a story of fear, power and manipulation at the highest levels of politics leading to a civil war between the Elves in Celene, national wars with her neighbours and finally the opportunity the Humanoid hordes of The Pomarj have long and patiently waited for these many years: revenge.

This is the epic campaign that begins the adventure for 1st-level characters, considered outcasts in Celene, that first uncover more than simple treasure hidden inside a dungeon ruin. From there they learn of the power struggles taking shape in the capital Enstad, and rivalries harbored within the Royal Family itself. Two Barons will eventually come to blows forcing the players to take sides or be hunted by both. The choices are far from clear as one fulfills his fief duties to the Queen but earns the scorn of his people, while the other preys upon the fear of the people in an effort to undermine his neighbour and his nation.

Not until the characters stand in the very halls of power in Enstad, face-to-face with the Royal Family, will the campaign be resolved and the fate of a nation be decided.

Player and Player Character Knowledge

The adventur begins in the Elven country of Celene. The players play characters (PCs) that are outcasts of the Elven culture, where the popular protectionist beliefs are to avoid contact with other races and to be satisfied within the Elven homeland. Adventuring is strongly discouraged within the Elven custom.

House Rules - Stuff closer to AD&D 1e than WotC D&D=

Races Available for Player Characters

Humans are highly more favoured to play and are given preference to other races. Monsters, Orcs and Half-Orcs are definitely right out. They are hunted and unwelcome within my world of Greyhawk. >>>>The Flanaess

Half-Orcs, produced from the union of Human females and Orc males are commonly the by-product of the rape of the human slave after the Orc has pillaged the Human settlement. Female slaves are a mark of status within the Tribe of Orcs but maltreated and considered underlings to Orc females who treat them as slaves. Half Orcs bred by the Orc Tribe inherit some Human advantages fom increased size, emotional retardation and (some) higher intellect and are, therefore, considered more deadly shock troops - the first targets of Orc enemies.

Any Half-Orc born within a Human settlement is quickly strangled at birth, sometimes forcably over the objections of the unwed/unwanted mother by whomever is the local leader. Half-Orc babies are a sign of shame to the mother's family and a danger to the entire community since they are highly likely to be mistreated outsiders with an evil predisposition and plenty of reason to enact revenge.

Some Half-Orcs do survive in my world of Greyhawk because they were born and lived alone (with their mothers) in seclusion. They have no chance of any interaction with any


Dwarven

Dwarves represent 8% of the total polpulation of The Flannesse.

Elven

Elves represent a mere 2% of the entire population of The Flannesse.

Half-Elven

More Elven than Human, and more despised than Humans by Elves for a perceived parental slight on the customs and ores of Elven folk. Elves believe in the separation of the races and Half-Elves, often given the derogatory term "Half-lings" in their Elven nation, are the lowest of the low.

Gnome

Gnomes represent % of the total population of The Flannesse

Halfling, what we know to be Hobbits

Halflings represent % of the total population of The Flannesse

Human

Humans represent 80% of the total population of The Flannesse. Unlike the other races, Humans are not a unified race. They break along many cultural and political divides throughout the world perhaps due to their greater numbers than with the other races of Mankind. More apt to war amongst themselves than with other races, Humans fight for land space and the expansion of resource wealth. In all The Flannesse, Humans are the most interested in the control of a wealth supply than any of the other races.

Combat

Skill Checks & DCs

Appraise is it a geologist's check, a jewler's check, a strategist's check....

Skill Checks in AD&D 1e

Occassionally, when a skill check is required but a Skill is not easily defined on the v3.5 skill list, the base Ability Score will be used with or without modification as a DC roll.

Governments

Elven

Monarchy rulling feudal system

Celene

Dwarven Government

Limited form of Responsible Government.

Local Human Governments

Verbobonc

Wild Coast

House Rules

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Game References

Literary Influences

Brooks, Terry; The Sword of Shannarra

Martin, George RR; A Game of Thrones

Authors of note

Norton, Andre

Tolkien, JRR

Eddings, David

Ford, John M.

Films

http://en.wikipedia.org/wiki/World_of_Greyhawk#cite_note-79


Notes

1. Gary Gygax: "When I initially began creating adventure material I assumed that the GMs utilizing the work would prefer substance without window dressing, the latter being properly the realm of the GM so as to suit the campaign world and player group.""Gary Gygax: Q & A (Part XII, Page 40)". EN World. 2007-03-28. http://www.enworld.org/forum/archive-threads/171753-gary-gygax-q-part-xii-40.html. Retrieved 2009-03-15.