This will change of course. Here is a screenshot of the document. It's not exactly the way I said it should be but it has all the information I want it to have. And it's a very readable single page. (Trust me. It looks good in hard copy lol.)
I will give this handout to the several players either before Session Zero or at the start of it.
Then we will talk about some of the finer points, such as how to make characters and what classes are available.
The
Realm of Cyfandil
Cyfandil is a world of Men. Our little
principality is called Lleannedd March. Our town is Cragstone, named for its
founder, Thorsten Cragstone, the hero of times past. Demi-Men are rare upon
these isles. Besides, there’s enough going on with Man’s tripartite lineage:
Aluvian, G’harundim and Sho.
Cyfandil
is a fairly standard medieval fantasy setting, something like Northern Europe
in 1300, but with the opportunity to travel to different lands. It is low
fantasy. The greatest monsters are rare and distant. Even the allied races of
Mankind are only seldom seen in any great numbers.
Cyfandil’s
primary purpose is the backdrop and sandbox for teaching the folkstyle D&D
of yesteryear. Its secondary purpose is to backdrop teaching my particular
folkstyle philosophy.
The
nominal goal for the players when they start will be to collect enough money
and power to conquer a hex, build a castle, and become a lord. Of course,
that’s just the opening bid. Players can decide what each of their characters
truly wants from life. In fact, we should all voice our dreams and desires
about what we want to happen in our campaign story.
To
that end, it is a most suitable realm for presenting the challenges of
problem-solving, role-playing with reaction rolls, exploration overland and
underground, and combat using surprise and morale checks that constitute
D&D.
What
Is New
We
play face-up, toward each other, and speak in natural language.
The
players, not the Referee, will push our story forward.
We
will use gold for XP, roughly 80-20, with monsters filling in the difference.
Differentiation
comes not from your character sheet, but from you. In folkstyle, class is an
element of your character, but “build” is not. In terms of game mechanics, one
fighter is about as good as another. Most clerics are almost identical. So, it
is down the line (except for wizards and elves, who have more latitude due to
spell selection.)
Henchmen
and other hirelings are a big part of expanding your character’s power, so hire
them and cultivate them. The difference between one fighter and another will
largely be in his equipment, his henchmen, but super-especially, the player’s
ingenuity.
We
will observe strict timekeeping, light, rations, slow healing, etc.
Death
is always nearby. Your paper man will die. Because of easy death and regular PC
indispositions, be prepared to play three or four different characters at
different sessions. “Next man up” as they say.
The
seasons and even the years will matter. Characters will age. They will carouse,
they will love and befriend, they will war, they will politick (at least
personal politick) and of course they will adventure. In time, even the elves
retire and leave the field of valor to their children. So will
our paper men.
At
least 60% of the PCs must be Human.
Common
Knowledge:
Things Everyone Knows in Lleannedd March
·
Strange
noises come from the accursed woods just outside town.
·
The
Empire is shattered by civil war.
·
Roads
are dangerous! Monsters and bandits prey on unsuspecting travelers. Stick
together!
·
Locusts
destroyed the crops last year in Glenden Wood.
·
Rithwic
was hit by the plague. Some say it was G’harundim merchants who brought it
there.
· Most people say Druids are a myth.
Factions and Patrons
1. Our ruler is Lord Alberz, First
Marquis of Rithwic (L FM 9,) at Castle Rithwic, the seat of Lleannedd March. He
has ruled for 35 years. He has a deep, booming voice and has turned several of
the castle’s rooms into additional kitchens. He will always accept the help of up
and comers, at least until he feels like they are a threat to his power. Lieutenant
Kenneth is the captain of the militia and town guard in Cragstone. (N FM 4.) Kenneth
is the Lord’s representative here. If you want to work for the Marquis, speak
to Kenneth.
2. Brodus Stoneriver is the
master of the docks and minder of the traders. He is an elder of the Dwarven
Sea Clans, and he has settled in our town. If you need mercenaries or need
mercenary work, speak with him.
3. An informal guild of curators,
crafters, and natural philosophers haunt Cragstone. You can get in touch with
them through Brienne, the barman’s daughter, at the Brass Dragon Pub. If you
want to gather strange knowledge and artifacts, or get answers to strange
questions, she’s the one who can put you on the right path.
4. Outside of the towns there are roaming bowmen, weird cultists, Orcish men, mad Wizards, and maybe some Druids. Chaotic types might want to seek them out, but then again, they might not.
Lines
and Veils
There
are three distinct races of people, analogous to Nordic White, East Asian and
North African.
We
will track the months and years. The characters will have “real lives” away
from the dungeon (but we don’t have to role-play them if we don’t want to.)
I
would prefer to have only traditional boy-girl type romance. Half-humans are
not a thing (although the several common races might intermarry if they
please.)
Towns
are safe. Dungeons, roads and wilderlands are not. A henchman or even a PC can
face deadly situations at any time.
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