Open Quest Seeds: Difference between revisions
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Quest seeds are arranged by area and by starting level. For most parties, especially of new players, I recommend one of the level 1 seeds. Experienced parties can start at the level 3 ones; going higher requires having characters with established reputations as adventurers of note. | Quest seeds are arranged by area and by starting level. For most parties, especially of new players, I recommend one of the level 1 seeds. Experienced parties can start at the level 3 ones; going higher requires having characters with established reputations as adventurers of note. | ||
==Byssia== | ==Byssia== | ||
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;Terrain: sub-tropical islands and shallow aquatic | ;Terrain: sub-tropical islands and shallow aquatic | ||
;Adventuring Company: [[Heart of the Woods]] | ;Adventuring Company: [[Heart of the Woods]] | ||
==Fiach Wood== | ==Fiach Wood== | ||
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;Terrain: Forests | ;Terrain: Forests | ||
;Adventuring Company: [[Dragonslayers]] or [[Bloodstand]] | ;Adventuring Company: [[Dragonslayers]] or [[Bloodstand]] | ||
[[Category:Player's Guide]] | [[Category:Player's Guide]] |
Revision as of 01:54, 14 June 2021
Quest seeds are the starting point for campaigns. Think of them like "main quests" in Skyrim or similar. Unlike video games, they do often come with a ticking clock. Success isn't the end of the campaign--merely the end of an arc. And you can choose to abandon the arc at any point and go somewhere else. But remember--Dawn of Hope is a persistent-world setting. The things you do (or don't do) have effects that last and will affect other campaigns in the same setting! While there are other adventurers who may attempt the unchosen quests, their performance and their choices are somewhat random. Choose your quests wisely!
Quest seeds are arranged by area and by starting level. For most parties, especially of new players, I recommend one of the level 1 seeds. Experienced parties can start at the level 3 ones; going higher requires having characters with established reputations as adventurers of note.
Byssia
The nation of Byssia is in transition from an communitarian, decentralized nation of ihmisia and humans, backward and sleepy, into a bustling center of growth and religious fervor. As the only nation with solid access to the Primal Sea, much of its people look to the sea. Off in the distance to the south, across Gap-tooth Bay lies the fabled Island of Beasts, a mountain peak rising high into the sky, supposedly inhabited by unique monsters and hidden treasures.
Island Hopping
- Location
- Gap-tooth Bay and the Byssian Lowlands
- Levels
- 1+
- Description
- Normally isolationist and reclusive, the island folk of the bay have sent an emissary to the civilized people of Byssia asking for help with creatures that have been raiding their fishing boats and villages.
- Pillars
- Social > Combat ~ Exploration
- Terrain
- sub-tropical islands and shallow aquatic
- Adventuring Company
- Heart of the Woods
Fiach Wood
The Fiach Wood is the sea of trees that covers the land north of Lake Coy'in and east of the Nocthian Caldera. Home to orcish tribes and a few puun ihmisi tribes, it houses many untouched ruins.
Do Orcs Mass in the Woods?
- Location
- Fiach Wood, north east of Wyrmhold
- Levels
- 1+
- Description
- While seeking news of lost ruins, you hear rumors of an orcish war-horde massing in the forest.
- Pillars
- Combat ~ Exploration ~ Social
- Terrain
- Forests
- Adventuring Company
- Dragonslayers or Bloodstand