With the ‘Age of Heroes‘ rules now under my belt, it is perhaps time to consider setting and adventure. With the assumption that we are looking at High Fantasy in the KSR style, it leaves wide vistas of places to explore the game in actual play. I may dither, but a slightly co-creative process in my original homebrew world of the mid 1980s might prove to be a suitable place.
| Lands of the Kall |
I had wondered about a game set in the Nordlands of Morgluhm, amongst the wild haunted moors, fierce traditions and the isolated villages, points of light in the mists. Alternatively, out in the borderlands of Esthald, eastern kingdom of the Kallish. There, our company would adventure in broken Aldland, a lost Kall territory that has succumbed to the armies of the rising Kestolian empire and their blood magics.
I may have mentioned the map in previous posts. It is an uplift from the hex paper and crayon original, using Wonderdraft mapping software. Perhaps it’s time to return to a world that has seen rules such as C&S 2e, GURPS 3e, Stormbringer based BRP, and probably more. Age of Heroes feels like a good fit too.
To maximise potential, the game needs to be available in a VTT, so I have created an Age of Heroes Room in the Role VTT, with character and other support sheets.
| Map loaded into Role with blank character sheet ready |
I’m not sure what I’m doing on the webcam. And, finally, some quest/exploration style adventures will get the game on its way. ‘Treasures of Aldland’.
This probably needs to happen.