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No Quarter Under the Crown

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Wolfhound:
For those who have been following this setting, and may not have heard either myself or Nicholas mention it, I'm working on a campaign module (intended to take characters from around 12th lvl up to about 18th or 20th lvl or so). 

The current tentative plan for a title is "No Quarter Under the Crown" (although my original plan was for "No Quarter Under the Iron Crown", but there were some reservations about that, so a decision has not been made yet). 

it will start out with heroic characters of around 12th to 15th level being invited to a small kingdom to deal with a problem for the local king.  This kingdom is north-west of the Channel Cities (in particular just north of the Gorled Kingdom) and north-east of the Archendurn Kingdom. There are also notes and suggestions for how best to import the campaign into various other home-brew settings, as such it is like the other modules I've written thus far in that it can easily work in any generic setting as well as the intended World of Ærnth/Channel Cities setting.

However, it is intended that what appears to a simple task for this king (rid his kingdom of a troublesome beast) ends up leading to a much more involved plot-line that involves betrayal and political turmoil on mutiple levels.  Most of the campaign will actually take place in a huge mountain valley, where more and more of the twisted plots of several different factions vying for power are slowly revealed. 

So far the play-testing has gone well, but we are only about 20-25% of the way through it so far.  The first play-test group was started just before the end of last year, with roughly an every-other week schedule (although the sessions tend to be short), and I'm hoping to start to import parts of what has been written so far (more than 100 pages) into Fantasy Grounds for use in running a second virtual play-test group in the near future.  When I submitted the proposal to Nicholas late last year, I gave him a tentative rough draft date of the end of this year, however it may be closer to early next year before he has it in hand due to progress being a little slower in converting the past material into the new RMU system and improving the scores of maps and floorplans that will be included. 

This is also set up such that there are a lot of additional details and plot-hooks for GM's to use to expand the campaign, as well as the turmoil in the mountain valley leading to (if the characters pursue the intended story-arc) the collapse of some of these political/military powers, which will in turn create a possible location for the characters to claim their own lands to rule over if they so choose (what I like to call a "retirement kingdom"). 

The current plan includes several fortresses (two castles as well as a couple of smaller tower fortresses) and cavern complexes (one very large and several smaller ones) as well as a large arboreal wilderness area and a village, along with many of the classic creatures that players love/hate to face. 

The current plan is for it to be written for use with RMU and HARP. 

Also, with Nicholas now managing the ICE product lines through Guild Companion Publishing, my faith in the long-term viability of the ICE product lines and as such, I've got plans to release additional materials for the setting in the coming years, both as commercial modules through Guild Companion Publishign as well as through the GuildCompanion.com e-zine in the form of many planned articles covering various aspects of the Channel Cities portion of the setting.  And if all of these other project go well, then my end goal is to one day put out a single large volume that details the Channel Cities themselves (however this would be a massive work due to level of detail present).

Comments?  Questions?

ironmaul:
Sounds interesting. I think there are a few people still waiting for RMU to be released before any steps to creativity will be initiated.
But what you have sounds good, is it a high abundant magic setting or low abundant magic setting?

markc:
 I also think it is cool. And if you could have some tools to export your modules directly to FG I think that is even better. Note I do not use FG and do not know about any of the options in it, but I bet any work that can be done by the author for a reasonable price would be greatly appreciated by ICE and FG.
MDC

Wolfhound:

--- Quote from: Ironmaul on July 20, 2013, 12:49:46 AM ---Sounds interesting. I think there are a few people still waiting for RMU to be released before any steps to creativity will be initiated.
But what you have sounds good, is it a high abundant magic setting or low abundant magic setting?

--- End quote ---

It is a low to mid-abundance magic setting.  Magic and magic items do exist within the setting, but are uncommon at best.  As written people capable and trained in spellcasting make up less than 1% of the population and quality items are much more common that magic items.  However as an example, this campaign module has dozens of magic items as treasure, but at the same time is pretty lengthy in its scope.


--- Quote from: markc on July 20, 2013, 07:04:34 AM --- I also think it is cool. And if you could have some tools to export your modules directly to FG I think that is even better. Note I do not use FG and do not know about any of the options in it, but I bet any work that can be done by the author for a reasonable price would be greatly appreciated by ICE and FG.
MDC

--- End quote ---

I’m also hoping (pending Nicholas' approval) to also release it as a Fantasy Grounds module that can be downloaded and used with this software for running, once the RMU rules-set module is also released. 

ironmaul:
A low to mid abundant magic setting is appealing, something that I think is becoming more popular. I've always liked the idea of magic items being few and far between, and each item having a specific background of why it was created in the first place. Anyway, I hope it all goes well as this is something I think is fresh and new for RM settings.

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