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It has been 1,400 miles.  Six weeks of seasickness.  126 meals of barely serviceable slop.  And yet, you have made the journey.

Sailors, adventurers, and refugees from the Eastlook civil war and the horrors of Drokvia.  Pirates from Freemarch seeking to make your own name.  Fools, probably. 

The goal was to circumnavigate the planet - a journey of discovery and perhaps other islands like your own home island of Kelmar.  Finally, 1,400 miles later, birds are seen on the horizon.  Clouds.  A strip of something green looking.  It is the first land anyone has seen that wasn't part of Kelmar.  What is on it is completely unknown.

Your party is part of the fifty or so deposited on this new land to explore.  The ship, the Fortune, is to continue on and hopes to return in a year for your report.  There are other islands it hopes to find, and a journey to continue.  You, and your forty nine other companions, are to survive, explore, and make a home in this Terra Incognita.


This game is a part of a larger setting I have written and played in off and on for almost 15 years now.  It will be a game in the Age of Discovery, using the Worlds Without Number rules.  A free version can be found here.  My goal is to layer in some of the settlement building aspects that can be found within the Worlds Without Number rules.

This game is meant to have an "Old School" feel.  It is very possible your character may die.  Stats are rolled "iron man" style, 3d6, in order.  HP are rolled, and it's possible to have 1HP going out into the wilderness.  Leveling will be the "slow" variant used within WWN.

Similarly, I also want to do this as an "episodic" game.  An adventure in mind, return, downtime, end.  Drop out, down-time, end adventure.  Re-recruit or break as needed.  In this way, it is a sort of "Westmarch" style campaign.

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