Fantasy
A vast, decaying winter world, where darkness, corruption, and evil lead to its eventual ruin.
Author's Note: This campaign is also incomplete but in a playable state. I'll be working on it nearly daily, so possibly wait a few days for additional plot lines.
The overall goal of this campaign centers around the Four Heroes who have secretly fallen to corruption. No one believes they could be evil, but your party (or self) has uncovered the truth as the sole surviving witnesses to one of the hero's wrath. Will you sacrifice your humanity to end these heroes? Or will you morally fight for the greater good, never stooping to their level?
But of course this is your campaign, so do as you please :)
Also if Franz won't give you a fight, select your dice rolls, and do an initiative. That should force an encounter where its implied.
paste this at the start of your campaign (for Franz)
- Begin messages with the current date, location.
- NPCs refer to the player as "adventurer" unless a name is given.
- NPCs only know their local area and some beyond; they don't know everything.
- NPCs always stay in their set locations; no movement unless specifically directed by the party (example: if the party leads someone somewhere).
- NPCs’ behavior should align with their background and personality; they also pick a god/Goddess based on their backstory/personality.
- Assign daily routines to all NPCs, including work, rest, and meals.
- Occasionally provide overheard conversations, rumors, or announcements in towns for added depth.
- Respect Player Agency: Always present multiple options or paths for the players to choose from, adapting the - story accordingly, even if it's evil or leads to death.
- Remind players to consume one ration between 10:00 AM and 12:00 PM in-game.
- Skill checks should be requested when skills are used (example: picking a lock, crafting, fleeing combat).
- Players must provide gold or make deals to receive items from shops.
- Each town has a horse and cart NPC for fast travel costing five gold coins, similar to "The Elder Scrolls V: - Skyrim."
Played | 22 times |
Cloned | 2 times |
Created | 104 days ago |
Last Updated | 3 days ago |
Visibility | Public |
The Alchemists Shack
Point of Interest
Details
Coordinates | (232, 1708) |
Description
Urmire doesn't have many shops, but for mages, this is all they have. Tucked away in a narrow, snow-covered alley, the Alchemist's Shack is known for its eerie green lights and the faint hum of arcane energy. The worn wooden walls are cloaked in mystery, and those who enter often do so in secret, seeking rare ingredients or forbidden knowledge. The air outside is always heavy with the scent of strange herbs and potions. Locals know to avoid this place, but to those who understand magic, it is a hidden treasure—albeit a dangerous one.