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Monmurg

Life is cheap in the city of Monmurg. Slaves are shipped in from the colonies like clockwork. Young bravos are killed in street duels trying to prove themselves worthy of the Corsairs League. The crime lords of the Shadow Guilds practice their criminal arts unchecked. Gladiators fight in the People's Arena for glory and for the honor of protecting the city. Priests of a dozen faiths compete for dominance over a largely indifferent people. It is said that Prince Jeon has even lost control of his own court, and that the guilds are the true power in the capital.
The city and the nation around it are rife with monsters, foreign agents, bandits, and ancient ruins. It's the perfect environment for any adventurer willing to risk life and limb for gold and glory.
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Alright, that's enough flavor text. My name's Matt, I run games set in my own version of the World of Greyhawk (using the 1983 boxed set). Knowledge of the setting is absolutely not required. It's a setting with a lot of blanks of the map that I aim to fill with my own creations, stuff I steal from rpg blogs, and if you're interested, your ideas. I want to start exploring different slices of the world to get a better handle on my version the setting so I can be a better DM and run better games. Also, as a general rule I run my games as more of a sandbox. After the first adventure, I'll seed some dungeons and some quest hooks and it'll be up to you to decide where to go and what to do.

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Anyway, this game will be set in the Principality of Hakleth, a former pirate state turned trade empire (if you're familiar with Greyhawk, it's what the book describes as the Hold of the Sea Princes, but that's kind of a lame name.)
The general vibe I want to create in this game is that of the original Star Wars trilogy or Rogue One; things are bleak, the powers that be are amoral and ambitious, the world is a dangerous place, but heroes can still change the world. The setting may be dire, but the characters and the day-to-day tone should feel more lighthearted. To that end, the world your characters inhabit follows these basic assumptions.
1. The world does not care about you. People won't take you seriously until you prove yourselves. At higher levels the onus will be on you to enact your will on the world around you (to build organizations or claim nobility, and to move the plot forward as you see fit)
2. Life is cheap. I think I've repeated this a couple times, but it's important. Hakleth is surrounded by conflict. I'm not actively trying to kill your characters, but there is a very real chance that they may die in battle. Try to make it cool, and make your enemies pay for it. Bringing people back to life is all but unheard of. If you try to go about it, it will be a struggle.
3. Grey morality. Monmurg is a rough place. There are very few organizations there dedicated to good, and those that are may be misguided or choked with corruption. You may have to work with unsavory types to get what you need. It's probably best not to trust anyone.
4. This one is the most important; the game should be fun. There will still be fantastical or silly elements to the world and the game and I encourage you to embrace that. If the game ever feels too dire or bleak to the point where it stops being fun or engaging, let me know. But I don't think it'll get to that point. Everything should be in service of the group having a good time.

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I'm happy to answer questions about the region or the larger setting but I don't want to dump all the info on you now because I do want to have a Session 0 where we make characters together and establish what we want as a group.

Voice only, we'll use Discord to talk. It's free and pretty easy to use.
We'll play weekly.

compendiumredirect::/compendium/dnd5e/BookIndex *
Want to join this game? Make a post in the discussion forum below and let the GM know!

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