Today is Thursday February 08, 0283
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I started to put a news section at the top of this page, but instead I'm putting it on the What's New page. This page is supposed to be about the campaign, so without further ado...
The Verdale Monte - Valley of Life Campaign begins in a place known as the Refuge. The Pupils, as the people of the Refuge call themselves, have lived here for many generations. Exactly how much time has passed is not known, as the records of the times past are sketchy at best.
The Pupils are made up of 2 different social castes. The leorran caste, are the scholars of the valley. They know how to read and write and make up the members of the council that governs the Refuge. No subclasses exist in the leorran caste.
The athlen caste, are the members of society who do the physical labor. Generally they have not been taught to read and write. They make up the bulk of the members of the Refuge. A number of subclasses exist in the athlen caste. To see the hunters class, which the players belong to has the fewest members and the template can be viewed by clicking here. They are highly trained in the art of killing and the members of the Refuge look to them for all defensive needs. At present, there are 218 hunters.
The Refuge is actually 29 small villages, with populations numbering from 100 to 370. The total population of the valley at the last census, taken earlier this year was, 6770 Pupils.
There is only one main way into or out of the valley, and this 'entrance' is rumored to be at the northeast corner of the valley which is over 160 miles away. No one has travelled very far from the Refuge or journeyed to the 'entrance' in the recorded history, which spans 10 generations.
More information about the campaign can be learned by following the different links in the nav bar. The campaign itself is a low tech 'fantasy' campaign. It is more low tech than typical GURPS fantasy, as typical GURPS fantasy usually includes magic spells. The Valley campaign will use magic knacks instead of magic spells. But, rather than build the knacks the normal way through GURPS Magic, the players will use GURPS Supers to build their knacks.
The players tab takes you to a page about our gaming group. I hope to get pictures of an average session posted on the web site sometime in the future. Also, I'd like to create bios about each of the players. That is, if they'll agree to it. My bio, as well as 2 of my old players who are going to play in this new campaign when it starts, are now available. 1 of the old players will not be able to meet at our new time, Saturday nights, till somewhat later in the campaign, so the campaign will only start with 3 players. I also have bios of the rest of the original group posted, and will continue to have them on this page until the campaign starts, at which time, I'll make a new page and move the bios from the original group there.
The characters tab has all of the rules information about the campaign to create a character. At present, only the hunter template is available, but since the campaign, at least at the beginning, centers around the hunters, players will be required to pick the hunter template when designing their characters. All characters must be approved by myself before the campaign starts, and I encourage the players to discuss with me their character concept before submitting their characters for my approval.
Later in the campaign, I will allow other kinds of characters to be played, and will add other playable templates as time goes on.
As we are using the GURPS Supers system to create the characters magic knacks, I encourage players to discuss with me what kind of knacks they want their players to have, if any, so that we can build the knack using the best combination of the Supers' powers.
Plus as a special bonus, I'll post actual character information from those players in the campaign.
The races tab has information about the races who inhabit the valley. At present, humans are the only playable race available. I might allow players to play other races later in the campaign, but at the beginning of the campaign, only humans can be played.
The equipment tab will have information that each character will need know about what is available for purchase or trade in the Refuge. Prices will be listed, but these are considered the average for an item that can be created in the characters home town or brought in from another town. Prices will vary once the campaign begins.
There is little trade between the Refuge and the rest of the inhabitants of the valley, so the prices will only be based on those items that would be found at the Refuge.
The history tab has information about the known history of the valley. A brief ancient past history will deal with how the world was at the time of the 'Great Burning'. Since just surviving was more important when the 'Pupils' were brought to the valley, much of the information from that time was not written down. This has become a time of myth and legend for that reason.
The religion tab talks about the main religion, the worship of the Teacher. There are no other religions in the Refuge, so even if the players do not follow the Teacher, they will know about that religion.
The maps tab has information about the world as the players know it, plus it will also have maps of the area surround the Refuge in the valley.
The animals tab will have information on what animals inhabit the area near the Refuge in the valley. Alot of the valley has not been explored, so there could be more different kinds of animals than what is shown.
Finally the monsters tab will have information about the occasional monsters which enter the valley from the out side.
I am adding a time-line to the site which deals with the history of this campaign. The most recent history has been left out as it would be sketchy at best and I haven't completed that section either. As this section contains spoilers to the campaign, I would prefer that my players don't read it. To read the time-line, click here.
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