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Adventuring in Eslin -

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 Post subject: Adventuring in Eslin
PostPosted: Fri Aug 08, 2008 1:30 pm 
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I read up on the Rullaea section of the Game Manual the other night. It seems to focus almost exclusively on the political situation...which nobles and nations like or dislike each other. I didn't see many of the typical fantasy type information such as, "These woods are infested with giant spiders which seem to be guarding the ruins of an old temple in the heart of the forest" or whatever.

Because of that, I'm wondering if it's "incorrect" to plop a typical D&D-style campaign in Rullaea. I mean, it doesn't sound like a setting where there are lots of ancient ruins and deep dungeons to explore, and there aren't parties of monsters lurking just off of every road to threaten innocent travelers.

So I guess I'm just wondering if my perception is correct that adventuring in Rullaea is primarily intended to revolve around the politics...players might spy on one nation and report to another, or something along those lines. In other words, it seems to be more of a "people vs people" setting than an "adventurers vs monsters" setting. I sorta feel like I'm stating the obvious since this is essentially stated in descriptions of the game, but I guess I'd be interested in a confirmation/denial of this and also just hear what sorts of adventures people have been having in Rullaea.


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PostPosted: Fri Aug 08, 2008 3:45 pm 
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Location: Bozeman, MT
One of my favorite ever adventures while playing in Rullaea involved a dragon's lair (and a dragon) in northwestern Severness. Another was an ancient Merethicles tower inhabited by an equally ancient alchemist and his everliving cronies.

I think, David, that "ploppin down a D&D style campaign in the middle of Eslin" is absotluely, totally appropriate! When we put together the descriptions of the realms (especially the organizations), our deliberate focus was on the webbing of the environment that the characters were going to be living and growing in - the cultural, if you will.

Also, we had a certain number of pages to work with, so we decided to create a solid foundation for GM's to build their own personalized stories, conflicts, ruins and dungeons upon (underneath?).

Once you have the surroundings and your version of them, placing the kind of ruins or sort of beasties becomes easier.

Also, we did take good a deal of care to try to weave in an element of interpretability into the monsters/dungeons/ruins bit of each setting, so that it can be different things to different people. The myths and legends section of Rullaea has some tasty possible tidbits to riff on, and some portable geographical references.

At a glance:

- secret hermitage and ghost guarding the relics of huinthall
- wise and strange beast in the hills north of Camleses
- the beast of morrowdown
- the shadow halls of erebus
- the black cubes
- the tomb of gel of melthisia
- ferenthrane the dragon

The stuff is there, it's just interpretable ideas, as opposed to hard facts and locations. :)

With regard to Monsters in the Woods, there are plenty of frontier and border spaces that you could exploit and people with beasties to waylay travelers. Eslin is Big and Roomy. I think that'd be a fun riff off of the basic template, and I'd feel proud that you tweaked it that way. Again, I don't think it's possible to be "incorrect" with any of our stuff.

It's your game now, use it in a way that you think best! :D

_________________
Kent Davis
Dark Matter Studios
ENnie Nominee Best Rules - Epic RPG Game Manual
Currently Running: City-State of Raihon


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