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rules_background_and_cultures:detailed_story_arc

The game setting will be loosely based on colonisation of the ‘New World’ and the Caribbean Pirate/Buccaneer/Freebooter setting that arose from that. However, that spans a couple of hundred years, or so, and I will be choosing elements from across that period that suit my needs. It will not be historically accurate but will have a ‘flavour’ of those settings.

  • The PCs will come from the Hann Empire – a broad amalgam of my previous game settings, with a European feel to it.
  • The main trading partner will be Pariah, a dwarf mine-hold, with metals and gems to export, however, it will trade with other people as well. The surface town of Pariah is an open trade town, populated by a number of humanoid races - many of whom would normally be considered enemies. However, they handle all of the day-to-day business interaction for the dwarves. While you might find a few dwarves in town, most are comfortably ensconced in the underground stronghold. Think wildest gold mining town, with different influence groups - overseen by a Hobgob equivalent of the hellknights.. Not that dangerous, but uncomfortable. Pariah will trade with all of the main protagonists - including the Orcs, & Hobgoblins - a real mixing pot. Think Pirate/CN type town with a wild-west feel.
  • The main ‘Competition in theatre’ will be
    • Zakar – an amalgam of free cities with a North African/Zacharan/Lankhamar feel, based to the North - they don’t really have an interest in the land, but are interested in the Money/Loot. They will also have a small well defended island (pirate/merchant based) town supported by a couple of Zacharan Naval vessels. They have no real interest in settling here.
    • Sinan - Settlers from an ‘oriental’ - trying to ‘escape’ from militaristic rule and establish their own free state. The see The Hann settlers as competition for the land, rather than allies to work with. They still hold many of the Xenophobic, anti-foreigner views of their homeland, and expect to take and hold land on their own. While they have no support from their homeland, they are Militaristic, Xenophobic and arrogant - and think they are better than everyone else. They have few ships, but they are well armed, and should be considered as Privateer/Traders. They trade for metals with the Dwarves of Pariah - and their shipping route cuts straight through the game area.
    • The ‘Home Team’ will be a Hobgoblin ‘Empire’ that dominates the new land. They have significant resources (both inland and on the coast) and will provide the main opposition to both Hann and Zaker. There will be a Drow ‘city’ below ground and there will (possibly) be other ‘civilisations’ further inland. However, these will only be significant in later phases of the game.
  • Minor opposition – CE humanoid Tribes and Monsters - Orc Pirates, Goblin Raiders, Gnolls, Trolls, Giants, Evil Humanoids, Monsters, Dragons etc.
  • The Neutrals, who can be converted to allies, consist of neutral tribes of humanoids – EG Neanderthals, Lizardfolk, Ratfolk, Catfolk, Gillmen – etc.

Phase One - Establishing a foothold. Traders from the Hann Empire have already established a Stronghold in Finaroka - a well defended off shore trading town - This acts as the main hub and supply point for the settlers. However, it is not sponsored officially by the Hann Empire, but is a joint venture by a number of nobles and traders, looking to expand their fortunes/holdings. It gets minor support from the Empire - but there is no great naval fleet or other imperial presence. It provides the main supply line for the burgeoning colony. There is a second ‘stronghold’, Stilton, on the mainland, set on a small island in the Mulcroft River Delta - a wide swampy area, surrounded by forests, hills and mountains.. This is a small fortified settlement, that is semi secure. It is well enough established that it has some trade with the less aggressive residents of the delta, some minor agriculture, minor industry based around leather work, skins, fish processing etc. However, it is still beset by raids from Pirates (orc and Sakhar in particular) as well as raids from other delta residents.

New characters spend their first few levels here, acting as crew/marines on Hann trade vessels, dealing with raiding parties and undertaking minor clearances for Lord Stilan. The later stages, of this phase, should see them building a minor stronghold/business in the Stilan region, forming an ‘official’ Venture Company, and winning a contract to explore inland and develop alliances and trade links with other humanoid groups. Ie Phase 2. Their businesses and stronghold should be able to provide them with a enough income to help support their later activities.

Phase two - establish an inland merchant route. Starts at around L6 Initially, the party will explore inland. They have a basic map, and may hire an experienced guide - although they will only really know the Stilan area - BUT they will have the language and cultural skills the PCs will eventually require. Their aim (according to their contract/character) will be to establish a secure base some distance up stream. The final part of this phase is building a fortified town, on the outskirts of the Hobgoblin empire. While there will be a constant threat, this must be minimalised by the end of the phase. An uneasy truce, punctuated by occasional raids must be achieved, to provide the springboard for Phase Three. This may well attract the attention of the Sinan settlers to the South (who will have found a different route to the same sort of area). For the first time, it might mean some sort of arrangement / treaty can be made with these settlers. However, that will require political trips back to Finaroka, and (perhaps) the Sinan main town. At the end of this phase the party should have a secure (physically and financially) base with a supply line to Finaroka. - although it might be squeezed between the militaristic empires of the Hogblins and Sinan settlers.

Phase Three - Find (name of ruins) and secure access - probably starting around L10 Now another aspect of the main story arc. One of the main sponsors is looking for an artefact (A Major Wangate) believed to be buried somewhere in this ruin. However, the full purpose isn’t explained to the party yet. They just need to find the ruins, and create a secure base (and supply line) there. Rather than negotiating an understanding with Hobgoblins, this should just involve suppressing a few local tribes (and preferably turn them into allies/fiends) and beating out a dragon, a few tribes of giants and trolls (or something equivalent) and some other monster rulers. This will almost certainly involve contact with high level groups fro Sakar - who are after the same goal. (see the section on Wangates) At the end of this phase, the party should have a secure base, possibly including the first level or two of the ruined dungeon, with a supply line all the way back to Finaroka. Through this phase, the party holdings in both Stilton and Their new town, should have the opportunity to grow and provide them with more income /support.

Phase 4 find the Wangate & destroy it. Probably starts around L12/13.

Good old-fashioned Dungeon Dive. It will include contact with the underdark, including Drow and other ‘evil denizens’. There will be a necromantic holding (probably owned by undead drow or something similar) that needs to be over come / avoided to gain access to the Wangate - and it will be difficult to destroy. However, there will also ne Sakharan necromancers who wish to preserve / control the gate. Think underground war, that the party have to win.

End of main story arc! However, the party now have quite a lot of property, and the ‘settlement’ story arc can still continue. Do they try and maintain both new settlement? Do they abandon the dungeon settlement, and concentrate of their frontier town - which should have scope to expand, and provide the security needed for developments along the route? Not quite decided where this could go yet. - just need to add a few places that can be ‘conquered’ / cleared to make space for new settlers - and it makes for a completion of the settlement story arc - although some of the ‘support from Noble Houses’ declines after The Wangate is destroyed.

rules_background_and_cultures/detailed_story_arc.txt · Last modified: 2023/07/16 08:57 by johnb