Friday, February 12, 2010

Intro to Episode 1

Rules: This game will follow the Dungeons and Dragons 3rd edition rules. This will be my first attempt to play 3rd Edition, as a player or GM. Please be patient with me as I come up to speed. Its also my first GMing in any game for several years.

Characters:
All classes and races are eligible. No evil characters please. Please choose a deity from the players handbook (let me know if you want to choose one from somewhere else.)

Setting: The adventure starts in a country called Eddonland.

Geography: By pure coincidence, Eddonland is geographically identical to Great Britain. This is very convenient, because it gives the players a general idea of what their country looks like, and the GM doesn't have to draw a map. Its amazing how these things work out. The names of cities, towns, and other geographical features are NOT the same as in the real world, just the map. I'll occasionally use the "real" names of places to give the players a point of reference.

The largest part of Eddonland is a human kingdom (England). Separated from the rest of the world by the sea, Eddonland is politically stable and economically prosperous. Eddonland rules the seas. Many of it citizens make their living from fishing and trade.

The western edge of Eddonland's larger island (it looks just like Wales), is mainly populated by Gnomes. In the mountains to the north (the Highlands of Scotland) is a dwarf kingdom. The border between the human lands and the dwarves (the lowlands of Scotland) is inhabited by halflings.

The isle to the west (Ireland) is populated by gnomes, halflings, and elves in various different places.

To the east of Eddonland lies a vast continent. It lacks the stability and relative peace of Eddonland. Apart from some well fortified dwarf kingdoms, and well hidden elf realms, the continent is a land of constant chaos. Barbarian and Orc invasions from the east and south east are common.

Politics: The King of Eddonland, Mendill the Third, is only 14 years old. According to the will of his late father, Mendill will not actually rule the country until one of two things happens. One, he turns 18 years old. Or two, the Bishop of Eddon declares that the boy is mature enough to take the throne.

Until Mendill assumes his kingly duties, Eddon is ruled by "The Viceroy", Jarlo Webb. The Viceroy has used Eddonland's military might to protect the demi-human kingdoms in the Isles from invasion, but he has also used it to keep them in line and impose stiff taxes. Except for the Elves to the west, everyone in the isles has basically submitted to human rule. There is an uneasy truce between Webb's government and the Elves.

If one can believe rumors, there is a great deal of tension in the royal halls in the capital, Eddon City. Many believe that The Viceroy will never give up his power to the true king. He is thought to be seeking allies within Eddonland and on the continent to stage a coup when the day comes.

The Bishop despises Webb, and could call for the turn-over of power at any time, but he is too timid to spark what might be a civil war. Mendill is impatient with the situation, and is openly hostile towards Webb.

Beginning: The game begins in a small town on the western edge of the larger isle. It lies north of the Gnome lands. This town is a gathering point for goods coming in from the sea, and from all points in the north of Eddonland. Farmers, traders, and craftsmen of all types can be found here. It is harvest season, and the bazaars are full of people. Lots of money is flowing, so of course all sorts of unsavory characters are about, trying to find a way to steal their share.

Characters: Generate characters like this:
5 times: Roll 4d6 and discard the lowest Die.
1 time: Roll 4d6, take the highest 2 rolls, plus a “6”.
You can decide as you go which time to use the “6” instead of discarding.
Arrange the 6 resulting scores in any order you’d like.


If you write a brief biography of your character, I'll award you with half the XPs needed to reach second level.

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