Fantasy Hero campaign

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CUnknown
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Fantasy Hero campaign

Post by CUnknown » Mon Apr 28, 2008 1:15 pm

Hello,

I'd like to start up a Fantasy Hero campaign this summer and I'm looking for a few good players. I have a homecooked D&D/Hero blend that I'd like to try. If anyone is interested, let me know.

-Chris

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Post by Cripple X » Tue Jul 15, 2008 4:56 pm

I just wanted to give this a bump. We've got three players so far and a fourth would be nice.

I'm a player and from what I've seen so far the campaign has an EXCELLENT and detailed backstory which promises an interesting and fun campaign. If you're interested in being the fourth please message CUnknown.

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Post by CUnknown » Mon Jul 21, 2008 12:32 pm

After years of peace, the old enemies of the Telugu tribe are at it again. The Yakono tribe has been sending raiding parties, and the Berzerkers from the mountains have been seen in increasing numbers. These evil omens can only mean that the Berzerker Wars are coming once again.

Tribes

Telugu - a small forest-dwelling tribe of only one village. They are hunter/gatherers who worship the sun god Yotha. Druidic magic is also present. There are roughly 500 or so Telugu, with maybe 150 of these being warriors. The campaign will start in the Telugu village, so I think that about half of the party should be Telugu.

Yakono - a slightly larger tribe who live in the foothills of the mountains to the northwest of the Telugu. Warlike and vigilant, their primary function has been to protect the other tribes from the Berzerkers who live back in the mountains, yet some years ago tensions between them and the Telugu turned into war. There is a cease fire now, but the two tribes are still not friendly. The Yakono have mastered the art of copper-working, and so they have a slight technological edge over the more primative Telugu. Their magic focuses around the war god "The Nameless One" and also the powers inherent in crystals.

Ianya - a larger, plains-dwelling tribe of several villages. They are mostly agricultural, although they also hunt the buffalo who roam their plains. They are very closely related to the Telugu, and even worship the same god, Yotha.

Harc-tura - another large tribe, they live in the cold northern woods. They are somewhat nomadic, following their game animals. Their magic is relatively weak, as they have no strong religious beliefs or scholarship to speak of. Their culture is spartan and contemplative. They are known to spend lots of time sleeping and meditating. The have developed a martial arts style, partially borrowed from a closely related tribe the Sal'minca, which they have perfected. They are not a particularly martial society, however--their martial art for them is not a method of fighting so much as a method of acheiving enlightenment. As such they only have a very small number of warriors for a tribe of their size.

Sal'minca - the largest of the northern tribes (besides the Berzerkers), they are also the most warlike and least connected to the other tribes. They are primarily hunters (with some gathering) and raiders, they care little for the lives of those not in their tribe. They are closely related to the Harc-tura, but they see them as black sheep--as weaklings and fools. They will respect the bonds of blood between them and try to protect them in times of trouble, if they are not otherwise engaged militarily. The Sal'minca excel in the construction of stone buildings, in addition to their military prowess. Their old Kings are buried in ancient Ziggurats and tombs filled with (by all accounts) much riches. Currently, the Sal'minca are engaged in a war with the Telronian Empire, a war that has been going on (with a greater or lesser intensity) for over fifty years.

The Shattered Shield - An orc tribe known for honor, discipline, and steadfastness (characteristics not normally associated with orcs). Perhaps it's better to say they are not dis-honorable and completely chaotic like most orcs. They have good relations with the Yakono, whom they respect very much. They both worship the same god, The Nameless One, and some cross-species relationships have even been formed. The half-orc offspring from these relationships are pretty much accepted in both societies, strangely enough. Other orc tribes and other human tribes are replused by this idea, though.

Redclaw Orcs - A more typical orc tribe who view the Shattered Shield's relations with humans to be abomination.

Berzerkers - Not much is known about this culture, as no non-Berzerkers are ever allowed near their homes deep in the mountains. It is said that beyond the mountains, there is a green land of plenty where the Berzerkers live amongst the ruins of a vast, ancient empire. All that is known for sure is that once, hundreds of years ago, all the Berzerkers joined together to make a terrifying hoard that nearly eliminated all other tribes in this part of the world.

Sivvonya - the Elves live in the southern forest, and are generally typical Tolkeinesque elves. They are fond of song, wine, and merriment, and they have excellent magical abilities. They are the only tribe able to make weapons and armor of steel, although they don't share this craftsmanship with...um...anyone. They almost never leave their forest, and invite in only a very few humans. This is not to say they don't care about the other tribes, although it may seem so.

Nations

Mesal - Once a tribe like the Telugu (although much more numerous), the Mesalians have settled down and formed a true nation after the last Berzerker War. Their base of operations from that war, in fact, became their capital and it is today a decently-sized city (New Mesalia). Their culture stresses cooperation and unity which were keys to their survival during the last war. However, they have fallen on hard times in the past couple hundred years--New Mesalia was sacked by a tribe from the southern continent Zapoletia, and much of the city was destroyed. Another nation, called Utopia, came to their rescue and helped them rebuild. Utopia still has a strong military and political presense in Mesal. Some would say too strong.

Utopia - A secretive people, the Utopians generally do not allow outsiders to visit their crescent-shaped island off the coast of Mesal. They have a fantastic navy of warships which are made essentially unbeatable due to the Utopian's knowledge of black powder and cannon-making. Their army is also amazingly potent for its size (they are armed with muskets), but by nation standards, Utopia is very small. The Utopians are extremely organized. They have a sophisticated political system, but it's generally recognized that the Church calls most of the shots. They are fanatically monotheistic, and are morally opposed to a number of things: worshipping other gods (blashphemy), worshipping the one true God incorrectly (heresy) or not at all (atheism), magic (witchcraft), non-human races including elves (the Devil's children), and really the list just goes on and on.

The Empire of Telron - The largest and most powerful culture in the world, the Empire of Telron streches all across the continent from the far East. This is the westernmost tip of a huge empire which has been expanding for the past three hundred years. Their armies are numerous, their chariots swift and deadly, and they have been essentially unstoppable until they stepped foot in the Sal'mincan forest and started making trouble. Now, their cavalry and chariots are mostly useless and they are stuck fighting a large and vicious foe they barely knew existed before the war started. Their generals are currently looking for a way out without admitting defeat and without leaving their trade routes open to attack. Telron is the closest thing in this world to a standard D&D kingdom--there is a mage school, a few Churches with Clerics, and so on. Players who don't wish to have their character from a tribe should probably be from Telron.
Last edited by CUnknown on Mon Jul 21, 2008 12:40 pm, edited 1 time in total.

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Post by CUnknown » Mon Jul 21, 2008 12:36 pm

Thanks, Cripple X.

This is a campaign that I played a while back with another group, but it didn't go as planned (does it ever?), so I thought I'd like to run it again with different players. So, the plus side is that it's already been trial run and tinkered with, and I think it will play better and it is certainly more detailed than it was the first time through.

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Post by Ragnor » Mon Jul 21, 2008 4:46 pm

I'm interested. I like homebrew settings a lot. :) I'm not familiar with the game system mentioned, but if that's not a problem, I'd like to learn a bit more.

Thanks! :)

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Post by Cripple X » Mon Jul 21, 2008 6:13 pm

None of the players (of which I am one) playing in the game have ever played HERO before, so that's totally fine.

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Post by Ragnor » Mon Jul 21, 2008 11:08 pm

Cool. I've been looking for a group to get involved with for a while. Getting desperate. :P

Let me know if you want my resume or something. :lol: Seriously, though, my e-mail is jpgohlke@uga.edu. I'm definitely interested.

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Post by CUnknown » Wed Jul 23, 2008 9:43 am

I know what you mean.. it's been so long since I've played.

It's okay that you don't know the system. It's actually fairly complex and rules-heavy, with something of a learning curve, heh ... but that's only really important if you wanted to powergame out your character. The basic characteristics, skills, and so forth of the system are pretty straightforward. And honestly, even if you knew the system, there would be a learning curve because I have so many house rules.

If you know D&D, you will be fine, because my house rules try to give Hero the feel of D&D while keeping the Hero mechanics. I have converted over monsters, spells, magic items, classes, etc.

Or you can just say "I want my character to do this" and I'll tell you what dice to roll (in Hero it is almost always 3d6).

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Post by CUnknown » Sun Jul 27, 2008 3:30 pm

So, Jeff (Ragnar) and I met today. I never actually ended up meeting with Andrew, so Jeff would be our 3rd player. Andrew has drifted off into the ether, I doubt whether he is coming back. But we still have 3 players now, and that seems like enough to get started to me.

Nelson said that sunday afternoons would be the best time for him. Bradley and Jeff, what times are best for you?

I'd like to get started soon, as in, as soon as everyone has time. I figure we can play at my place, unless there is somewhere else that is more centrally located?

I am good pretty much any day.. sunday afternoons would work for me. How about next sunday (Aug. 3)? We could at least all get together and meet each other, heh. Perhaps finalize characters and so forth.

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Post by Cripple X » Sun Jul 27, 2008 3:43 pm

Next Sunday sounds perfectly fine with me.

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Post by Ragnor » Mon Jul 28, 2008 8:39 am

We can meet next Sunday, certainly, but that probably won't be the best time for me to set up a weekly game; I do a lot of running around during the weekends.

We can talk about all that Sunday, though. :) What time?

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Post by CUnknown » Mon Jul 28, 2008 9:30 am

Great, I'll tell Nelson about Sunday then (he doesn't visit this forum I don't believe).

Jeff - since you are the one doing the running around, what time would be good for you? 2 pm would be good for me.

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Post by Ragnor » Tue Jul 29, 2008 11:52 am

2:00 is fine, I think.

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Post by CUnknown » Sun Aug 03, 2008 7:15 pm

I hope people liked the combat demo we did ... I am a little concerned that it may be too many rules at once to digest, though. For the first couple of sessions, we'll probably play without endurance or encumbrance or anything like that.

I hope these rules aren't driving anyone crazy.. :?

It will be fun, I promise! I'll try not to bog things down in detail, although I admit I tend to be detail-oriented. I think the story is good ... I think people will like it. *crosses fingers*

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Post by Cripple X » Sun Aug 03, 2008 8:44 pm

It's totally fine dude! Once we all get the hang of it, it'll much smoother. No worries.

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