Unwritten Legends
Unwritten Legends
"You're just twentieth level."



[ World Background ]
[ Regions of the World ]
[ Races of the World ]
[ Map of the World ]
[ Gods and Pantheons ]
[ Character Creation ]
[ Feats ]
[ Classes ]
[ Equipment ]
[ Armor ]
[ Weapons ]
[ Rules Changes ]
[ Printer Version ]

! ! ! UPDATES ! ! !






There are many kinds of heroes, fitting many definitions. This game is about those heroes. It will follow their lives and adventures. It will be about their actions and deeds.

The characters of the players will be expected to act like heroes. Possessions will come secondary to personality; gold will come secondary to glory; cash will be secondary to characterization; and magic items will be secondary to kicking ass. Ok, so I broke my little pattern there, but it wasn't that cool anyways.

Players should understand this is not a game about accumulation of wealth or items, though both may be accumulated; heroes sometimes do that. But the goal for the final concern of players is their actions, deeds, and legend. Act like a hero and the powers that be will see that you are fed, clothed, housed, and outfitted like a hero.

This is a game of heroics, action, adventure, and illumination. Heroics is about doing what is beyond the normal man, at time it is epic, at others it is the simple task of being there and stepping forward. Action is about cool fights, not just hack and kill. Making the fights like a good movie fight will take both player creativity and the GM saying 'yes', something I'm more than willing to do. Adventure is about going places and doing exciting things, being willing to travel, and interact with the world along the roads of Faerun and the metaphysical roads of life is required. Finally, Illumination is about discovery and seeing what is really going on in the world. The epic world exists beyond the ken of the average (or even extraordinary) commoner or warrior. Delving into the workings of magic, demons, gods, angels, devils, the world at large, the underbelly of human(oid) existance, and the whole universe is the realm of great minds; the characters should be people willing to do more than just look at things and say "ok."

The world of these heroes is a dangerous one, made moreso by the early state of healing magic. In the distant past of Faerun the land was in constant chaos and under attack on all sides from demons and dragons. In the ancient past magic worked differently, and Oath Circles protected the lands of good folk. Before Nethril, before Myth Drannor, before the Mulhornad deities; this is the ancient past.

The first twenty sessions will be snap shots of the heroes lives up to the start of the campaign. During each of these sessions the players must form themselves into a heroic team of friends and companions. Each session will end with enough experience to advance to the next level. One month of time will pass between each adventure, and booty from the intervening adventures handed out.
The games will be eppisodic in nature. Adventures in between levels are up to the players to create, and can be a source of "flashback material". Magic items are created between sessions (or during a session if xp and time permit) and must be paid for with xp and gold.



Abbreviations used on this page are as follows:

PHB - Players Handbook 3.5.
DMG Dungeon Master's Guide 3.5.
FRC - Forgotten Realms Campaign guide.
S&F - Sword and Fist.
T&B - Tome and Blood.
S&S - Song and Silence.
MoW - Masters of the Wild.
ELH - Epic Level Handbook.
MoF - Magic of Faerun.
RoF - Races of Faerun.
FaP - Faiths and Pantheons.
SiM - Silver Marches.
AEG - Arms & Equipment Guide.
SaS - Savage Species.
UaE - Unapproachable East.
SBG - Stronghold Builder Guidebook.
BoED - Book of Exalted Deeds.
BoVD - Book of Vile Darkness.
Dra - Draconomicon.
MoP - Manual of the Planes.
CW - The Complete Warrior.
CD - The Complete Divine,
PGtF - Players Guide to Faerun.
LM - Libris Mortis.
CA - Complete Arcane.
RoS - Races of Stone.
RoD - Races of Destiny.
RoW - Races of the Wild.
CAd - The Complete Adventurer.

Errata is in use for all of the above books. As is the FAQ.
Approved books for GM is all books.
Approved books for magic items and item enchantments are DMG, FRC, MoF, MoP, UaE, RoF, RoS, RotW, AEG, BoED, BoVD, Dra, CA, CD, CAd, PGtF, LM, and ELH. Though be sure to research items first.
In game terms, this is a Dungeons and Dragons v3.5 game using a variety of the core and builder books modified to taste. The changes are detailed above and as noted in the player handout. It is a high power, high magic (spells), low magic (items), and high adventure type campaign.

View Everything in one Printer Friendly Version.




E M P O W E R E D _ by GURPS by Steve Jackson Games



| Rpg Page | Main Page |