on Thu 02 of Sep., 2010 13:44 BST, by Len
posts: 1095
If we get two (three more at a push) more players in time, that is indeed the plan. Stuart/Charlie Gestalt.
Basic information for all players.
The campaign is set in Armagada in the very south of a land now called Arvel. Arvel is an Elf-ruled land, but towards the south it is not well governed. Its woodland has petered out to only the occasional area of sparse scrubby woodland. Agriculture is not the strongest card in the economy in this region. What agriculture there is tends to be cattle and sheep herding by semi-nomadic human and halfling tribes.
The land is not productive enough to produce plentiful crops for sale, so subsistence farming is the norm. Farmers grow crops for their own use, or to support fairly small towns and villages where several farmers will specialise in their own crop, and produce more than they can use, bartering or selling their excess in exchange for other products they do not grow or produce themselves.
Though there are some Gnome farmers, most farmers are Halfling or human. Conversely few Halflings produce crafted goods, this usually being the forte of Gnomes.
Some dozen years ago the ruling elf family changed the name of the country from Invar to Arvel. The reason was that the Ruling line passed from the Invars to the Arvels. Of little interest to any except the Royals, the change was apparently peaceful enough. The ruling Invar line died out to the point where the next in line was not an Invar, but an Arvel. Apart from the change of name, little appears to have changed in the country, and there are many die-hards who still ‘accidentally’ call the country Invar out of many hundreds of year’s ingrained habit.
In order to understand the land, think South America, well south of Rio de Janeiro. So basically where Argentina would be. The mountains in the west are not the the Andes, but The Spina Armagada. A range higher than the Andes, which runs almost without break from the icy wastes thousands of miles to the north into the frozen south; ending just a few hundred miles from the deadly sea strait that separates the land from the southern ice pack in summer. In winter, even this 50 mile gap is covered in thick ice.
The Spina Armagada forms a practically impenetrable barrier to travel in and East-West or West-East direction. North of Arvel is a land called Ayray, and North of Ayray is an area called The Devastation. This forms a total barrier to North-south travel on the Eastern side of The Spina Armagada. No one is known to have passed across The Devastation in the 700 years since it began. Many believe the land to the North was completely destroyed in the terrible catastrophe that caused The Devastation.
Across the practically non-existant and certainly porous border to the south, the land belongs to the barbarian tribes. (Barbarian PCs may even have originated there.) Travel is not restricted to the south, but in all honesty, the grass is marginally greener this side.
Recruiting for a 'Short' Armagada campaign
If we get two (three more at a push) more players in time, that is indeed the plan. Stuart/Charlie Gestalt.
Basic information for all players.
The campaign is set in Armagada in the very south of a land now called Arvel. Arvel is an Elf-ruled land, but towards the south it is not well governed. Its woodland has petered out to only the occasional area of sparse scrubby woodland. Agriculture is not the strongest card in the economy in this region. What agriculture there is tends to be cattle and sheep herding by semi-nomadic human and halfling tribes.
The land is not productive enough to produce plentiful crops for sale, so subsistence farming is the norm. Farmers grow crops for their own use, or to support fairly small towns and villages where several farmers will specialise in their own crop, and produce more than they can use, bartering or selling their excess in exchange for other products they do not grow or produce themselves.
Though there are some Gnome farmers, most farmers are Halfling or human. Conversely few Halflings produce crafted goods, this usually being the forte of Gnomes.
Some dozen years ago the ruling elf family changed the name of the country from Invar to Arvel. The reason was that the Ruling line passed from the Invars to the Arvels. Of little interest to any except the Royals, the change was apparently peaceful enough. The ruling Invar line died out to the point where the next in line was not an Invar, but an Arvel. Apart from the change of name, little appears to have changed in the country, and there are many die-hards who still ‘accidentally’ call the country Invar out of many hundreds of year’s ingrained habit.
In order to understand the land, think South America, well south of Rio de Janeiro. So basically where Argentina would be. The mountains in the west are not the the Andes, but The Spina Armagada. A range higher than the Andes, which runs almost without break from the icy wastes thousands of miles to the north into the frozen south; ending just a few hundred miles from the deadly sea strait that separates the land from the southern ice pack in summer. In winter, even this 50 mile gap is covered in thick ice.
The Spina Armagada forms a practically impenetrable barrier to travel in and East-West or West-East direction. North of Arvel is a land called Ayray, and North of Ayray is an area called The Devastation. This forms a total barrier to North-south travel on the Eastern side of The Spina Armagada. No one is known to have passed across The Devastation in the 700 years since it began. Many believe the land to the North was completely destroyed in the terrible catastrophe that caused The Devastation.
Across the practically non-existant and certainly porous border to the south, the land belongs to the barbarian tribes. (Barbarian PCs may even have originated there.) Travel is not restricted to the south, but in all honesty, the grass is marginally greener this side.
Len