4/10/2024 0 Comments World of warships tanz skins![]() ![]() The remainder of this chapter consists of the descriptions of various components you can build into your stronghold. If agriculture is crowded into the valleys and the slopes around the valleys are heavily wooded, Emmersea has an exportable good: lumber for the wagonmakers of Cluf and the shipyards of Darshin, and a need for textiles and other goods possible only when agricultural land is plentiful and good. ![]() ![]() The fact that the country is marked with the ruins of earlier civilizations provides a setting for (and a market for the rewards of) adventuring. Emmersea’s terrain of small valleys makes for a choice of trade routes within the country, adventurers’- type terrain, which can support small settlements easily handled by a DM. Of necessity (so as to not discourage trade), government and law enforcement in Emmersea will be light. That is, the players have only one course to take in all circumstances, either because the DM is forcing the players into certain actions by having his world act upon them (i.e., “ten assassins suddenly ambush you,” or “there’s an umber hulk between you and the exit, and it’s advancing,” or “the king sends for you and orders you to go forth and slay the bandit lord - bring his head back in ten days or be hunted and slain by the royal soldiers”) rather than allowing them - the exceptional heroes, remember? - to act upon the world.Ī lively situation for adventuring, and two countries in particular seem ideal sites for a party of adventurers: Geldorn, with a government whose reach and attention is turned outward and not into the wild (monster-populated) interior, and with gems to be found which lure adventurers, merchants, and even official agents from all countries and Emmersea, a land of small villages or dales lightly governed by merchant lords. But many DMs give their players a feeling of being lockstepped through a sequence of contrived events, a single carrot held ever before their noses, with blank emptiness on either side. Len Lakofka, in his columns in issues #39 and #48 of DRAGON™ Magazine, has taken the traditional route of advising how much and what type of treasure and monsters should be thrown at the fledgling party, and doing this correctly is indeed essential to the creation of a long-lived, balanced campaign. ![]()
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