[S&W] Northlands Saga [ EDIT ]

This game has been retired! That means it's no longer being run.
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TREASURE and glittering gems; dark places beneath the earth where monsters dwell; magic circles, pentagrams and pentacles; runes of evil import, and iron-banded doors of mouldering oak; wizards of vast power, living in their isolated towers above black seaside cliffs; great-horned demons in their bloody lairs; massive stone idols with jeweled eyes and hieroglyphic pedestals, carved in the distant eons before the young civilizations of humankind; strange and glowing orbs, floating in the air above rusted metal grates leading to deeper levels of the underground passageways…

It is about flying carpets and cursed blades, about hooded priests gathered for unspeakable rites in their forgotten temples; it is about adventure and about perilous undertakings, forcing back the evil creatures of Chaos from the borderlands of embattled civilization; it is about battle-scarred warriors and deadly sorcerers…

It’s about SWORDS & WIZARDRY


The Pitch: This will be a long-running campaign following three adventure paths that weave together to form a complex narrative. At the forefront, this will be a Viking saga- you will fight side-by-side with your shield brothers to earn hacksilver and build your name. But something lurks in the shadows, in the longhouses off the beaten path. A dark secret that may take you from the North to the desert kingdoms on another continent! So come on and join me in finding glory, honor, and prestige!

The Tone: As Swords & Wizardry is an OSR-style game, the tone is much darker than modern iterations of D&D. Players will take the roles of men and women a cut above the rest as they test their wits and brawn in the name of their jarl. I will be implementing a wounds system as well as some other houserules to help your character survive, as this is a story of characters and not a story of a dungeon. Be prepared for hard topics that come from the long, dark winters and secretive doings of strangers.

The Applicants: S&W is an OSR retroclone that trims down many of the rules from OD&D and tries to make them easier. Shorter race blocks, unified saving throws, and simplified ability scores all make this a game that most anyone should be able to handle, regardless of experience. I welcome all players, so long as you understand the tone and the in-game danger.

The Posting: First, applying to this game is agreeing to make a post daily, excluding weekends. We all have real lives, however, so I understand if someone might slow down for a while. Communication is key! In regards to the actual posts, I don't mind shorter sentences or paragraphs you might see as an example of play in a rulebook. So long as you keep pushing the game foreword.

The Disclaimer: All three campaigns I am weaving together were created at a time when sensitivity directors were not a career. They have since been dug through with a fine-toothed comb, but much of the material still portrays lookalike depictions of real-life demographics in some stereotypical manner. These stories are set in a world with xenophobia, but there will be a firm line against real-world slurs and other derogatory wording. I understand that there may be times when I post something that passes my filter, and so I expect individuals to speak up when something bothers them.

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This adventure path assumes that the characters begin in service of some kind to Olaf Henrikson, the Jarl of Halfstead. If any of the adventurers is not a member of the household, then the character should be associated to it in some way, possibly as a seasonal hanger-on (which is especially appropriate to wanderers from outside the Northlands). The Northlands are not like other fantasy settings. Rulers and others in positions of authority simply do not hire adventurers to solve their problems; they either take care of things themselves or send members of their household to see to the situation.

Having the characters all in the service to the same jarl allows for the party to have a solid foundation. Not only do they have similar goals and directives, but they also will likely know each other, if not since childhood, then at least from the mead hall of their jarl. Even outsiders would have had time to fraternize with the locals before the adventure begins. Being in the service of a jarl is not a lifelong commitment: the Northlands culture does not operate in that way. Moreover, events in these stories are likely to change the situation greatly and allow the characters to stretch out on their own in the dangerous world of the Northlands.

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