Game Overview
Welcome to the Grand Duchy of Karameikos, a land of untamed wilderness, ancient mysteries, and simmering tensions. The Grand Duchy is a young nation, barely a generation old, struggling to establish its identity. It was once a distant part of the mighty Empire of Thyatis, but after its independence, it has become a land of opportunity for adventurers and settlers alike. However, the land’s history is marred by war, and its future is uncertain.
Vast stretches of Karameikos remain unexplored, full of wild terrain, dangerous creatures, and dark forests where few dare to tread. The scars of a horrible war still linger in the form of ruined castles, abandoned towns, and forgotten battlefields, all hiding untold secrets and powerful relics, waiting to be uncovered by those brave enough to face the unknown.
Prepare to embark on daring quests to explore these haunted ruins, uncover the dark past of Karameikos, and face the threats that have risen in the wake of war. The Grand Duchy holds endless potential for adventurers, but its wilderness is filled with danger and its history is a double-edged sword. Only the bold can carve a legacy in this new land.
Key Campaign Elements
Exploration of Untamed Wilderness: The vast majority of Karameikos is still uncharted, with deep, dark forests, rugged mountains, and endless caves to discover. The land is scattered with the ruins of castles, fortresses, and towns that were destroyed during the horrific war that ravaged Traldara in the distant past. These forgotten places hide ancient artifacts, lost knowledge, and the restless spirits of the past.
Dangerous Creatures: From the wild beasts that stalk the forests to the remnants of dark magic that still linger in the ruins, danger is ever-present in Karameikos.
Political Strife: The young nation of Karameikos is still trying to establish itself and unite its diverse peoples. Political intrigue is rife, and the land is torn by tensions between the native Traladarans and Thyatian settlers, as well as a religious divide between the old faith of the Traladarans and the Church of Thyatis.
Theme
■ Violence and danger: The wilderness is full of untamed beasts, dangerous magic, and bandits.
■ Legacy of war: A young nation scarred by a devastating conflict in the distant past, with haunted ruins, old battlefields, and dangerous relics waiting to be uncovered.
■ Moral ambiguity: Adventurers face tough choices where personal gain, duty, and the greater good often conflict.
■ Personal sacrifice: Heroes must decide between doing what’s right and protecting those they care about; the cost of heroism is often steep.
■ Shaping the future: Adventurers have the power to influence the fate of a land torn between old and new, with every choice leaving a lasting impact.
You can read more about the setting in the
public game forums.
Game System
We will be using the
OSE (Old School Essentials) rule set, which is streamlined, simple version of the 1980s Basic/Expert rules of D&D. It features easily accessible basic rules
available for free, and is also supported by an
SRD for easy reference. The Grand Duchy of Karameikos Gazetteer introduced skill proficiencies, which we will incorporate to add more flavor to our characters. Along with some
optional rules for multi-classing, we will have enough flexibility to create a wide variety of heroic character types.