The Scourge of Kanethar

Setting Rules
What Setting Rules are available in our campaign?

Critical Failures – Double-1’s cannot be rerolled, and may result in additional negative effects when appropriate to the situation.

Joker’s Wild – When a joker is dealt, all players get a benny!

High Adventure – Players may spend a benny to receive a one-time use of a combat edge. The PC must have all required pre-requisites for this edge.

Spell Versatility – Arcane characters may spend a benny to use a power with the proper trapping to emulate another power. For example, a PC with the “Burst” power using an icy trapping can use that to emulate the “Stun” power by freezing all targets within a MBT centered within the cone of the burst template. The PC must meet all rank requirements for the power being emulated. Use of this setting rule is subject to GM discretion.

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Movers and Shakers
The major factions at work in Kanethar

There are 5 major players in the eastern part of Kanethar:

1) The Gnomes – The Gnomish kingdom of Grégollis spans from about 200 miles west of Walraven, 200 milles south of the Skrij Depths, east to the foothills of the Windless Peaks, and just south of the Blackwood to the north. They currently lay claim to the city of Madhabrand, and Duke Kristof Ratna of Madhabrand has sworn fealty to Grand Magus Cosmo and Seer Aniela, the rulers of Grégollis. The Gnomes trade liberally with the High Elves and Zikiri, but tensions are high with both the Zikiri and the Wood Elves, due to the border creep that is encroaching slowly into the Blackwood. If a border dispute breaks out, it is likely that Madhabrand will be one of the early targets.

2) Zikiri – The Zikiri prideland takes up the northeastern third of the Blackwood. Although small in scope, it is home to rich resources, so trade with the southern kingdoms of Wood Elves and Gnomes is fairly brisk. As the Gnomes claim more and more Wood Elf settlements, the Zikiri’s interest in maintaining their position in the region is being gradually threatened. Eventually, they will need to come to aid of their Wood Elf allies militarily, but for now they rely on diplomacy and wait for the right moment to go on the hunt.

3) Wood Elves – The elves of the Blackwood and the surrounding farmlands have never sworn fealty to any king. Since they laid down their arms after the Battle of the Blazing Plain, they have scattered into a myriad number of small settlements all over the Blackwood and surrounding plains. They have adopted the Way of the Green, a philosophy developed by a Cleric of Jorna named Bojan. The Way requires that Elves make their way only by coexisting with their neighbors and with nature. They are allied to the Dryads and Zikiri, with whom they share the forest’s bountiful resources. They dislike the magic wrought by the Gnomish elemental mages, considering it an “abomination of nature.”

4) High Elves – The elves of the Karoshen Kingdom are artisans of the finest silks and magic-forged arms and armor in all of Kanethar. Their kingdom stretches south into the Wickanian Jungle, east to the border with Grégollis, north to the Skrij Depths, and west to the capital city of Harujen on the Sunyi Peninsula. King Calian and Lady Dragomira, the rulers of the High Elves, have trade agreements and alliances with Grégollis. They are tolerant of the Wood Elves, Zikiri, and Dryads, but their disgust for the elves of the Valterri is apparent. Slavery of the Jungle Elves is not only legal, but sanctioned in High Elf lands, and so they have pitched a continuous war against the primitive Valterri tribes, capturing and enslaving entire settlements along the northern border. Deep in the mithril mines of Karoshen, thousands of Valterri labor for their wealthy kindred above.

5) Humans – Even as diminished as the Human kingdoms of old have become, the citizens of Necropolis, the last Human city, remain. The bulk of the remaining humans are isolationist, hiding behind the impregnable, fortress-like walls of Necropolis while their “Afflicted” servants do their bidding. Despite all of this, Humans have begun to exert a certain amount of political influence among the wealthy and elite of Kanethar due to their prowess in the harvesting, refining, and trade of rare metals and gemstones. The merchants of Necropolis come and go in most major cities and settlements where there is a wealthy upper class. There are usually 1-2 “Minders”, or low-level Necromancers, accompanied by 6 or so Afflicted workers. Humans are not officially allied with anyone, since even after 500 years since the war with the Zikiri, the Humans still have a deep negative stigma against them, made worse by their “Afflicted” servants. They may meddle in the affairs of the rich elite, however, if the result is sufficiently profitable.

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Campaign Framework and Social Contract

Game Framework (i.e. – What are we playing?)
• Heroic, gritty fantasy with humorous elements
○ Tolkein-esque environment
• Sandbox environment w/overarching story
• Approximately 1 year of weekly sessions, with breaks around major holidays
• Sessions will be weekly on Friday from 7-10:30 PM (but may run late based on player availability and need for scenario closure)

Setting Books allowed for character creation
• Savage Worlds Deluxe Core Rules
• Fantasy Companion
• Race creation rules from SW Core book are allowed (Maximum 7 points of advantages/5 points of disadvantages)
• Individual edges from other books may be allowed but are HIGHLY discouraged unless there is no appropriate parallel in either the SW Core or FC books.

Attendance/new players
• If a player is absent, their PC will be run by another player in their absence
○ Absent players’ PCs will not be killed off (but MAY be injured or have something unfortunate but humorous happen to them)
• If a player misses more than 50% of sessions within the same calendar month, they will be encouraged to drop the game. Extenuating circumstances will, of course, be considered.
• No new players will be added to the party unless the total number of regular players drops to 3 or less.

Complaints/Criticisms/Arguments/Cohesion
• GM promises to remain open to private criticism outside of game
• In return, players MUST keep GM informed of any issues. (The GM may be godlike in game, but IRL he is a TERRIBLE mind reader.)
• In the case of an in-game rules dispute, the GM’s ruling stands, no questions asked. Rules debates will be handled outside of game.
• GM Fiat may be used to resolve any conflicts that threaten group cohesion or story progression.
• Players will follow the “golden rule” to handle interpersonal conflicts.
• NO MURDER HOBOS! Think before you kill!
• Inter-party PvP is STRICTLY FORBIDDEN and will result in dismissal from the game.
• Remind yourself: It’s only a game. Let’s have some fun!

Off-limits story concepts
• Crimes against children
• Explicit Sexual violence/rape
○ This refers to “on screen” depictions. If it is story appropriate To the story, then the act should be “off screen” and described using vague terminology. Gory detail of sexual violence is not permitted.

What specific game elements will keep the players engaged?
• Small parties (ca. 4 players…whoops! Failed that one!)
• Colorful, recurring NPCs with emotional ties to the PCs
• Party splits/solo missions should be used sparingly with short duration and handled away from the table when possible to preserve player vs PC knowledge

Character advancement
• PCs will receive 1-2 xp per session, with bonus XP for completing milestones
• On average, PCs will receive an advance every 2-3 game sessions
• All PCs level together, even if their player is absent

Setting rules
• Critical Failures – Double-1’s cannot be rerolled, and may result in additional negative effects when appropriate to the situation.
• Joker’s Wild – When a joker is dealt, all players get a benny!
• High Adventure – Players may spend a benny to receive a one-time use of a combat edge. The PC must have all required pre-requisites for this edge.
• Spell Versatility – Arcane characters may spend a benny to use a power with the proper trapping to emulate another power. For example, a PC with the “Burst” power using an icy trapping can use that to emulate the “Stun” power by freezing all targets within a MBT centered within the cone of the burst template. The PC must meet all rank requirements for the power being emulated. Use of this setting rule is subject to GM discretion.

Arcane Backgrounds
• No Psionics. Otherwise, all other arcane backgrounds are allowed.
• Spell trappings are MANDATORY.
○ For example if you take the “Bolt” power, you can take it as an “Ice Bolt” or “Fire Bolt” or “Divine Light Bolt,” etc.
○ Additional trappings for the same power must be purchased as a separate power using the “New Power” edge
• Weird Science devices are allowable with magical Clockwork trappings.
• Gods directly influence the world. Divine magic is available for Clerics/Paladins.
○ Players may create the gods they will serve using the Deific Templates in the Fantasy Companion (page 21)

Player-requested game elements:
• Colorful, recurring NPCs with emotional ties to the PCs
• Players and PCs should have deep knowledge of the game world.
○ We will use collaborative world building using the “Dawn of Worlds” tool so PCs have a voice in the minute details of the world.
• Unknown/“cursed” areas commonly deemed off-limits or otherwise mysterious and inaccessible
○ Examples: “The Wall” from Game of Thrones, Mordor, Ethereal Planes, Hell
• Nick requested clearly delineated good and evil forces in the world and light intrigue
• Karen and Matt requested social conflicts and situations with moral ambiguity
• Racial/Societal conflict with situational use of the “Outsider” hindrance
• Rachel requested wilderness adventures so we don’t get stuck in cities or dungeons all the time

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