World Overview

Our first session will involve some world creation and details specific to each character. For now we know that the world is mostly dark and dangerous wilderness. Independent cities field militias and hire mercenaries to survive the sporadic barbarian hordes at their gates. The West is surrounded in mystery and rumor. The shallow sea makes somewhat stable trade ways, but ships that travel in the deep ocean – even with magical aid – often fail to return…

Magic

Magic is similar to what you would find in a regular D&D game, given power levels below. Most people are mundane, but a large enough city will have temples, mages-for-hire and the like. Without its talent for learning arcana and acquiring divine favor, the humanoid civilizations would likely perish to whatever lurks outside of them.

The civilized world’s power level

Considering how the game works, it doesn’t take a lot of levels to be considered a bad ass. I flesh this out below, describing NPCs by level:

  • Level 1: Melee are trained militia and town guard. Skill classes are regular cut-purses, trackers and other basic specialists. Casters are acolytes, apprentices and neophyte shamans.
  • Level 3: Melee are sergeants and grizzled veterans. Skill classes are competitive specialists and guild thieves. Casters are priests, common magicians for hire and tribal witch doctors.
  • Level 5: Melee are captains of the guard and mercenary leaders. Skill classes have highly sought-after specialties, or are high-ranking guild thieves. Casters are head priests of medium-sized temples, professors of a mage academy, or spiritual support to a raiding party.

More important NPCs are both higher level and made with PC character generation rules. Powerful monsters still abound.

The Great Cities

There are farming hamlets and the like, but the most permanent fixtures of civilization are the Great Cities with some combination of high walls, well-trained militia and a store of wealth to hire out mercenaries and magical aid in times of crisis.

The cities range from all-human purists to cosmopolitan libertines, ruthless kingdom to raw Athenian democracy, ambitious traders to militaristic hermits, and all matter of in-between.

The Treacherous Waters

The shallow, coastal sea is teeming with life, so much that seafood is considered filthy commoner food. It’s also the most reliable trade route, as ships are harder to assail than caravans. All the Great Cities are either coastal, or located on a river near the ocean.

The main theory as to why ships go missing in the “deep” ocean is that the storms are larger farther out. Seafarers in the southern sea often witness the phenomenon of a large, dark patch of cloud traveling parallel to them. A less popular theory suggests that large, hungry sea monsters only fit in the deep oceans, and they can’t distinguish sea vessels from food. Other theories abound.

There is intelligent (and reasonable) aquatic life that comes into contact with the land folk sometimes, but they are reticent to share much information. They do hint at the existence of islands, some inhabited, a ways off the Southern coast.

The West

As of now not much is known about the West. A few brave seafarers have circled the continent in search of riches, and have mostly found bogs, marshes and jungle. Some believe the “West” is just this unexplored territory. Some veteran adventurers claim to have traveled to a Western continent and witnessed a great empire. That said, adventurers have a fondness for telling tales. What is known is that there is no reliable route to the West, so individual city state leaders concern themselves more with their neighbors.

Some myths surrounding The Titan’s Eye place it in the West.

Gods and Temples

Procan
Church of Fharlanghn
Graz’zt

World Overview

Champions of the Titan's Eye henkearuw