Low Fantasy
The Shifting Sands Desert, known for its unpredictable sandstorms covers thousands of square miles. It contains hidden oases, caves and ruins of old cities. Tribes fight for survival and thrive for power, threatening a precarious power balance. But there are other dangers: poachers on the frontiers, bandits attacking the trade routes, and the always unforgiving weather and beasts.
Author's Note: WORK IN PROGRESS, feedback on Discord is really apreciated, as the CI's and some things are still being tested.
There is some special mecanics in this campaing (which obviously you can deactivate):
-Water and Food supplies matter. There is a counter that shows your daily supplies, the food water counter shows how many days you have, including the current. So having 1 suplies means that tomorrow you will starve. Any day that you are at 0, you will be poisoned and loose 20% of your health.
The maximum storage is determined by your gear. There is gear to store supplies for 3 days, and gear for 7 days.
-There is a maximum of hours you can travel. Upon reaching it you must rest before continuing. I advise to specify the direction and the number of hours you wish to travel.
Franz usually keeps track of this two counters well, but as always, sometimes you have to manually correct it.
Played | 167 times |
Cloned | 17 times |
Created | 61 days ago |
Last Updated | 11 days ago |
Visibility | Public |
Ironclaw Stronghold
Area
Details
Size | 0 |
Type | Orcish Horde Stronghold |
Description
A rugged orcish stronghold built around rocky outcrops, evolving from tents to a fortified encampment with patchwork walls and layered defenses. It serves as a gritty military hub focused on survival, resource acquisition, and constant readiness for battle.
Appearance
The stronghold sprawls organically over rocky terrain with rough-hewn timber, scavenged metal, compacted earth, and crude stone forming walls and buildings. Watchtowers perch on natural rock, dirt paths wind through clusters of structures around a central war-tent, communal hall, and armories, with visible siege equipment and training grounds scattered throughout.