A region of high adventure shrouded in ancient mysteries, opium smoke, great luxury and opulent cruelty.
This 320 page book by Noisms Games is a system-neutral setting guide or campaign setting for a slightly weird and very wondrous land. There are five regions, each with their own flavour. The Yellow City is a fantasy metropolis at the mouth of a big river, ruled by slugmen, with castes of labourers and merchants and slaves. The Topaz Isles are small islands strung together and home to nomadic boat peoples. The Lahag is a haunted jungle. The Hundred Kingdoms is a plain of patchworked small domains frequently at war. The Mountains of the Moon are the fantasy Himalayas and steppes. Each region has a short guide for the GM on how to kick off a sandbox campaign in that area, with tables to randomly generate factions and interesting locations to explore. Each region also has a collection of good prepared situations or adventure locations, each described in a paragraph.
I ran a campaign here, using Shadow of the Demon Lord as the system. Any fantasy system will do, as long as it allows for weirdness and magic. I chose this system because the magic is potent and fun, and there are a variety of demons and horrific monsters which I felt suited the tone. We used the tables in the book to generate the factions the PCs were connected to, which launched our first adventures. I have also used many of the tables in the book in other campaigns, particularly those for generating factions, NPCs and random settlements. The random results are rich and colourful.
This book is the exemplar that other campaign guides and settings books should follow. It is dense with material, with hundreds of tables, and yet easy to get into. It doesn't require the GM or the players to read and absorb pages of lore and history. It jumps right in there with content that is immediately useful at the table, and which randomly generates a rich world that is unique to our game table.
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