Tuesday, June 14, 2022

Campaign Suggestions - for the future

Thought I'd post this for fun....sending some brief ideas out to the group for the future planned Savage Worlds Pathfinder game. It's going to take place in an ongoing setting, which is a fantasy analog to the post-Roman collapse period of Europe, but with some key changes to mix it up, such as an analog for Egypt's Middle Kingdoms Bronze Age Dynasties still existing in some form (Khafra) even as a post Sassanid era "evil sword & sorcery kingdom" arises to threaten them (Hepaste); a world where post-classical "not Greece" was brutalized by the empire, and so on and so forth. I will have to post more on this setting some time, it's grown a lot in the last two years.


THE EDGE OF CIVILISATION:  You are all part of a small local tribe in northern Selentar near Tymorath's Wall, beyond which lies the threat of the Dendric Wilderness. The theme would be life in a very "celtic" style society on the frontier, as far away from civilization as one can get.
Themes: community issues, oppressive wilderness, Dendric threat, foreigners interposing, here there be monsters

BUILDING A MERCHANT EMPIRE: You are all more cultured members of a civilized region, such as the old imperial capitol of Drautha or one of the Eormic cities of the mainland; thematically you will all have a house affiliation and be tied in to expanding on trade and mercantile interests for the family.
Themes: building the house, sailing to build trade relations, finding new markets, pirates, competition

THE PROTECTION OF THE PHARAOH:  You are artisans, laborers, and soldiers in the distant lands of Khafra, working to the benefit of your regent who protects the kingdom from northern barbarians,, who faces difficult times in the southern River Kingdom as the warlords of Hepaste grow impertinent and refuse to pay tribute, forcing you as a group to deal with a turbulent potential war.
Themes: loyalty to Pharaoh, warfare, scouting, seeking allies, assassination (both thwarting and instigating), seeking out lost magic to help the cause

THE FORGING OF THE SILK ROAD:  You are members of an eastern city in Nauricam. You are part of a trading house seeking to forge a trade route to the west now that the years have shed away all remnants of the Empire, which once sought to conquer Nauricam as the last hold-out to its reign. You could also be seeking to explore the undisovered eastern lands. 
Themes: travel, bandits, diplomatic relations with remote cities and civilizations, discovery of unknown wonders and new resources along the way, cultural conflicts

RECOVERING YOUR LOST CULTURE:  You are all from a city in Satra, where you are rebuilding government and life post-Empire, seeking to restore the old ways by digging into the ruins of old to learn of the lost gods so effectively suppressed by the Ironvast Empire for centuries. You are scavengers of lore and seekers of lost wisdom, employed by wealthy patricians who wish to recover Satra's buried history.
Themes: A deeply oppressed society is freed, and seeks to recover its lost heritage and beliefs; tombs and temples to explore, old imperial families with stolen artifacts to find and repatriate from, building new monuments to old gods, dealing with foreigners who oppose this reclamation of lost knowledge

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