DragonQuest Campaign Newsletter issue 1.0
Main Page - DQ Main Page - DQ Campaign - Campaign Chronicles
Ive worked on fleshing out the world in which the characters will adventure, including maps, histories, current political situations, and some current events. I have no intention of it being a strict medieval world - there will be many social aspects heavily influenced by todays world. For the most part, however, it will be of a medieval genre. There will, however, be various aspects that draw from all sorts of time periods in our history, spanning from ancient history to the late Middle Ages/early Renaissance with a smattering of current influences tossed in (which are, after all, what we are all most familiar with!).
The world is typically known as Earth (what an odd name..), though occasionally referred to as Ertai (Old Tongue). It parallels our own world fairly closely, with the Northern Continent being very European-like, the Eastern Continent is very Asian, and the Southern Continent drawing more from Africa and Persia. There are a lot of differences, too (gotta have some unknowns!). A Timeline and brief History are provided (please make note that attempting to be neutral and completely factual in the telling of history is a very new approach in our own world! Most of history is recorded as the ruler who commissioned its writing wished it to be.) Most of the standard mythologies and religions of our world exist in Ertai - Sumerian, Egyptian, Greek/Roman, Norse, etc. Most things will draw heavy from the players world because that is what everyone is most familiar with, and its hard to play a character when you have no idea how things are in their world!
With regard to Magic, I have two basic conceptions which will influence The Way Things Are in the world. First, Mana is like radiation. Species living in Mana rich regions will have more variation and be more prone to mutation (long term effect, on the order of thousands of years). Secondly, in a world where Magic is reasonably common, it will develop as an alternative technology. You need running water for your plumbing? No problem. You need some of that water heated? No problem. There will be two drawbacks to this, however - heavy use would require a Mana rich area (hard to find), and heavy use would also tend to drain the Mana from the area (it wont stay Mana rich for long).
Starting Out (top)
Your characters have worked together before as a group (HAH! Now I dont have to come up with a lame but plausible excuse for bringing you ornery folk together to work!). They are all currently in the city of Arrabar, known as the Gateway to the South.
Arrabar was built at the mouth of the Karybdis river as the primary port on the Southern Continent for the Damaran Empire. It is located along the only viable stretch of shoreline which could be safely used. Too far to the west, and youre into the Daemon Desert, and too far to the east, and youre going to be fighting off the aboriginal Picts and the Saurime. The Karybdis river provides a natural trade route to the Southern City States which comprise a large part of the tamed regions of the Southern Continent.
During the Second Mage War, Arrabar was the site of several battles which left it abandoned in ruin. Part of its destruction involved the river being rerouted directly through the city. Some time after the end of the War, it was rebuilt atop the ruins. Even to this day, many cellars and basements provide access into the buried (and sometimes underwater) ruins of Old Arrabar. Because it was rebuilt atop the ruins, Arrabar gives the appearance of being built across dozens of islands in the river delta. The numerous canals that weave through the city are one of its most interesting and distinguishing features. Many of the different islands are dedicated to specific groupings of structures. There is one island upon which the Mages have their homes and Colleges, other islands for the social elite, an island for the City Prison, etc.
Arrabar is now a neutral city. While there is a "Prince" who rules Arrabar, power is in truth held by a Council made up of wealthy nobles and merchant princes. The Houses of the ruling class try to be the main enforcers within the city, but the city guard are very effective (If not always as neutral as supposed to be). The various factions are always trying to influence events to their liking, both locally and abroad. Several of the largest shipping lines which trade with the Northern Continent are based from Arrabar, so there are some very powerful people here.
The city guard is divided into 3 groups: The White Watch, the Grey Watch, and the elite Black Watch. The White Watch are the typical guardsman, the Grey Watch is the investigative branch, and the Black Watch are the equivalent of SWAT teams.
Rumors & News of Current Events (top)
Tidbits (top)
Weather.
There are some brief guidelines in the rules (107.7) about travel during weather, but it should be noted that adverse weather can have some nasty effects other than slowing of travel. Hail stones the size of baseballs can fall at speeds of around 100mph, and can injure or even kill an unprotected traveller. Lightening is also a danger, especially to knights on horseback with long lances in the middle of plains. Tornados and Hurricanes.. well, dont get caught out in those. And definitely the most dreaded of weather are Mana Storms. Mana Storms are essentially large storm systems which are also carrying around a significant Mana charge. People have sometimes found that innocent remarks (i.e. "good-natured" cursing) can often yield very surprising results when a Mana Storm passes by. Spells rarely work the way they are supposed to, and the Storms often spew random spells out. Fortunately, these most terrifying storms are very, very rare.
Elves.
Elves are a highly magical race, and as such they show a great deal more variation in characteristics than do most other races. The typical Elves met will be of the normal stock (as depicted in the rules), Mist Elves, or Sea Elves.
Mist Elves, or Hitheldar in their own tongue, are from the forests of Mist Wood on the Northern Continent. The rivers which feed their realm are warmed by the volcanoes of Mist Mountains, and because of this Mist Wood is perpetually shrouded in a dense fog. Hitheldar have the typical stats for elves, but theyre senses are not hindered by fog and they get +15% bonuses when performing any sort of Magic involving fog (particularly Minor Magic).
The Gaereldar, or Sea Elves, also have the typical Elvish characteristic modifiers with the exception of a -2 to Physical Strength and -2 to Endurance. Furthermore, instead of getting the bonus for Ranger skill, they only spend one-half the experience needed for advancing in Navigator and Seahand skills. The Sea Elves have the strongest navy in the Inner Sea, and merchants dread to see their war catamarans approach. While they will attack the Pirates of the Barachas on sight, Sea Elves have also been known to practice piracy as well.
Money.
The new money system is primarily based on Pennies and Crowns (This is directly from Chivalry & Sorcery). Prices will always be given in one of these two units, and since the Crown is worth 100 Pennies, converting is quite easy. The other coins used are essentially denominations of Pennies. The Farthing and Half Penny are fractions of Pennies, while the 5 Pence, 10 Pence, and Shilling are worth 5, 10, and 20 Pennies, respectively. This is very similar to our own money system with Dollars and Cents, only some of the coins are of different denominations.
How much money does someone usually carry around on them? That, of course, depends on how much money the person actually has. The average person in a "nice" part of town will probably be carrying something around 2 Crowns worth of coins. A Merchant or Guildsman would probably have around 5 to 10 Crowns in their purse, while a Merchant Prince might have 20+ Crowns on his person. Nobles will often have 35+ Crowns at hand (though they may not be carrying it personally). Typical low-life scum in the back alleys would be lucky to have a Penny in their possession.
Main Page - DQ Main Page - DQ Campaign - Campaign Chronicles