Last update: 1-November-2000


ACTIVE OR STARTING CAMPAIGNS WITH INFO ON FILE:

Name     System   Extras Add-ons             Setting            Level
******** ******** ****** ******************* ****************** *********
PEACE    AD&D-2   None   Class Handbooks OK; Standard           6+
                          Get GM's OK/others
******** ******** ****** ******************* ****************** *********
CITY     AD&D-2   None   Ask the GM          Tandagor           7th-10th
******** ******** ****** ******************* ****************** *********

NOTES:
  Extras: Rule modifications by the GM
  Add-ons: Published add-ons to the core rules
************************************************************************

*PEACE] "Sword of Peace"
*GM: Boyd & Michelle Bottorf
*E-mail: mbottorff "at" sprintmail "dot" com
*Back moves and Info files not yet available.


To apply:
        Need character concept and personality approval first.  Most
characters will be human (see overview).  After approval, basic stats,
spell lists, etc., plus any unique possessions or other things we should
know before game beginning.
        Characters will start with some magic items.  Feel free to send
along a wish list (we reserve veto power), but note that this is not a
magic-heavy world.  Most characters will have one solid magic item
(ring, wand, sword +2, etc.) and a couple expendable ones (potions,
scrolls, arrows +1, etc.).
        Some bargaining may be allowed, AFTER character approval.
Bargaining may include things like extra advantages, disadvantages;
magical item increase, decrease; stat alteration; and so forth.  Please
use common sense-- disadvantages should roughly equal advantages.
        Stats generated with 4d6, drop the lowest.  No alignment used.
Starting money and equipment will be based on character concept.  Most
characters will be at least middle-classed economically; many will be
upper-class.  Tech is pre-renaissance (no guns).

Miscellaneous info:
        The game will be run by both Boyd & Michelle.  Boyd will be
primarily responsible for putting out the game moves; Michelle will be
primarily responsible for move compilations.
        We will try for a two-week time for major game moves, however,
health may interfere with regular moves.

Overview:

Setting overview:  The campaign starts in the Kingdom of Cantada.  The
kingdom is human-run, and almost entirely populated by humans, except for
a couple small colonies of gnomes in the eastern portion of the kingdom.
Cantada used to exist further east and south, however, a change in
weather around 50 years ago made farming in the south a non-viable
source of living, and over the last 50 years, most of the people to the
south have moved to more fertile spots (especially near the major
rivers) in the northern section of the kingdom.
        What used to be the southern portion of the kingdom is now
inhabited primarily by nomadic bands of halflings, which travel around
on ponies, following the herds of wild goats that now survive in the
scrublands.  There are also small groups of goblins who have fallen from
what little culture they had, until they live as scavengers and sneaks,
barely even having a spoken language.
        The eastern section is another matter.  Bands of orcs have
raided the eastern areas of the kingdom off-and-on for a century.  There
has been no real organization to the raids, but as people got tired of
defending their homesteads, they would leave the area (except those who
were killed).  Only sometimes would the actual army fortresses be
attacked; other times, the orcs would scour the surrounding areas until
the fortresses were out in the middle of uninhabited areas, occasionally
attacking supply trains to the fortresses, when they would be abandoned
as impractical to maintain.
        The current kingdom borders are roughly 400 miles east to west,
and 250 miles north to south.  (The eastern and southern borders aren't
well defined; the crown still claims to hold all the land of the
original kingdom, as defined by the merger of the Cantada-Tinnal
kingdoms).
        To the west is the Goval Empire, an empire primarily human, but
with elven, dwarven, and tullan (semi-giant humanoids) citizens.  They
have been affected by the famine in the south also, and are spending a
lot of time and effort trying to rectify the situation in their kingdom.
        To the north is the Kingdom of Mouldon, a dwarven kingdom known
for the odd rocky formations in their kingdom, as well as a couple
active volcanos (think black rock hills of the Dakotas, only a lot
bigger).
        Wedged between Cantada, Goval, and Mouldon is the elven lands
(no other "official" name).  The elves that live there are highly
secretive, and no travelers are allowed in the lands.


Campaign Overview:
        The Sword of Peace ("The King's Sword", to most people) was
given to the Crown Prince of Cantada ("Tad" or "Tada" are the common
forms of the name) at his marriage to Princess Kria of Wabasha, ending
the King's War almost 300 years ago.  Since that time, it has been the
primary emblem of the royal family of Cantada.
        There are many rumors about the sword among the common people.
What they do know is that it is a sword of great power, the emblem of
the king's authority, that it is the sword all the kingdom's primary
military men swear fealty on, and that it cannot be moved unless it
wants to. Period.  At formal occasions, it is placed in the air over the
king's throne, and it stays there, in air, without moving.
        But it's gone.  And nobody is sure how it is gone.  Scrying for
its current location has revealed nothing; searching for traces of what
happened the night it disappeared have drawn blanks.  The best the royal
councilors have come up with is tracing its path, which they have been
able to find.
        Your job, given by the King of Cantada himself, is to follow the
sword.  If possible, recover it from whoever stole it.  If that is not
possible, send word as to its location, and if discovered, how its magic
was overcome, then stay as close to it as is prudently possible.


Character Overviews:
        Players will be on a mission from the government of Cantada.  All
characters must have some sort of contact with the government before
campaign beginning and be someone the government would think of in a
crisis situation.  Human characters are recommended.  Standard non-human
characters are possible, but will take some persuasion.  PLEASE READ THE
SETTING OVERVIEW BEFORE SUBMITTING ANY NON-HUMAN CHARACTER.  No elves
from the elven lands will leave those lands, especially not on a mission
for another kingdom.

************************************************************************

*CITY] "Tandagor, The Stained City"
*GM: Andrew Toth
*Email: Andrew_Toth "at" wlm "dot" toronto "dot" on "dot" ca
*Back Move and Info files not yet available.

To apply:
  Characters are to be created using Method V (roll 4d6 six times,
dropping the lowest d6 roll each time. Assign stats as desired). Once
stats have been established, choose your race. Your character can be of
*ANY* race you desire, under a couple of conditions: 
  1) You must be able to provide for me a set of Attribute Ranges (frex,
the necessary stats for the standard 6 races listed in the PHB), and
where they come from. A Dragon magazine, a Rules Supplement, a website,
I don't care. 
  2) You've got to tell me all the little quirks about the race. If I
don't hear about it, you don't get it. 
  3) Finally, I reserve the right to disallow your playing that race if
I feel the character will be too powerful. 

  After that, choose your class. Same deal as with the race. You don't
have to choose a Deity, but if you want to, then once again, the same
deal as above. This a fairly loose game with regards to stuff like
this.
  Finally, a list of the following characteristics of your character: 
Equipment; Spells (if applicable); Uncommon innate abilities (Thieving 
Skills, etc.); Gender; Name; Height; Weight; Proficiencies (both Weapon
and Non); Hitpoints; Skin, Eye, and Hair Colors; Hair Style; and any
other little quirks you'd like to instill into your character (Blind,
Insane, Deformed, Homosexual, a Drunk, Race-Specific Hatred, etc.). 
  With regards to Level, characters will be between 7th and 10th (Roll 
yourself a d4 to figure it out). Then bestow upon yourself all the 
appropriate abilities that come with in. 
  With respect to Magical Items, you receive a number of Magical Items 
equal to your Level less two. This does not include Magical Armor and 
Weaponry, only the funky stuff (I once again reserve the right to veto
any item I feel is too powerful, or just doesn't seem to belong). For
weapons and armor, you can have a number of such items equal to half
your level, rounded down, that are magical. The rest, you have to pay
for. Starting gold is equal to the standard starting gold in the PHB,
multiplied by your level. 

  And *lastly*, as a sample of your skill, please provide a short
background, as well as a reason for coming to Tandagor. Please keep
in mind that Tandagor *is* a port city, and so transport can be from
the following means: horse/pony; cart/coach; riverboat; coast-trader;
or yer own two feet! 

Miscellaneous info:

  Missed Moves Until Removed: 2
  Location: Tandagor, a city on Firyala (a continent of Cadina) 

  Firyala is, in comparison to the other Cadinan landmasses, quite
normal. Pretty much the only thing of any note in this category is the
structure of Firyali society. There are no countries. Each race (or
other form of social community) has established its own stomping ground.
Outside their own set laws and ways, there is one overlordship: The
Council in Tandagor.
  Being a Councillor is a life-time appointment, literally. There are
15 seats on the Council. All 15 were first voted in at the beginning of
the Council's reign. The vote is continent-wide, and mandatory.
Every time a seat opens up (which occurs only through the death of a
Councillor), the people of the continent vote in another to fill the
space. The leader of the Council is the Tor. The position of Tor is
re-voted every 5 years. Currently, the leader is Windell Stonecrusher,
a Dwarf of high repute, who narrowly edged out Darien Furth, a local
(to Tandagor) Human favorite. Darien's still a little bitter. 

  This may seem like a rather lax world description, but as the
campaign will be focused on Tandagor, I see no point in specifying any
points about Firyala. Feel free to provide hometowns, etc. 

  Cadina in general is an awkward world. Deep-Sea vessels have not yet
been developed, so none of the areas are aware of each other's
existence. The lone exception to this is the Rakers of Drakenwold, who
have legends regarding the Rakers of Rethclaven; how they strayed from
the path and were banished across the ocean. 
  There are three large continents (Drakenwold, Rethclaven, and
Firyala), and two notable island chains. Please, do not ask to be from
one of the other places. Let's cut that happenstance out by stating that
right now, only the POSSIBILITY of the other continents and island
chains exist. 

Overview:

  Tandagor, the city that rules and houses all (please see the end of 
this message for further information), is the place of this campaign
(for now). Tandagorians have always been fairly strange, often aloof.
Lately, however, there have been rumors that something strange is
happening in the city. No-one can pinpoint anything, however. 
  Upon arriving in Tandagor, the characters are arrested for various
and grossly absurd reasons. Some are taken right away, while others are
not imprisoned until a day or two into their stay. 
  Ideally, escape from prison will occur in two, probably three Moves.
Simply because I want to see, even though this scenario is viewed as
over-used, how the players cope with it, and also to set out a few
tendrils of story-development. 
  Also, there's going to be an initial move for each player detailing
how they were imprisoned. This is a necessary move, and I will tip you
off right now that it will contain something(s) that should be
remembered for later. 

*******END**************************************************************

 

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