APERTA MUNDI
What is this?This is my silly idea for a D&D campaign, in which there is no campaign. My plan is to create a world in which the players can explore freely. There will still be stories, and quests, and the like, but none will be "the" story of the campaign. Kind of like Morrowind's early game, but with fewer dark elves.
This is the IC thread, for in-game chat, declaring actions, and my DM updates. If you want to make an action in secret, you can PM it to me.
The OOC thread is here.
Character SheetsWelcome to the Kingdom of HiberniaHibernia is a large nation, spanning broad plains and dense forests. It is bordered to the north by frozen tundra, to the east by tall mountains, and to the south and west by open ocean.
The Ogledd River flows from the north-east to the south-west, providing plentiful water for peasants and nobility alike.
On the south-west coast, where the Ogledd drains into the sea, stands the great city of Seals-ey. With over a million inhabitants, strong walls, and a powerful army, Seals-ey is both the nigh-unassailable throne of King Cadeyrn and seat of power for the Church of Pelor.
Lords ruling the castles and villages dotted across the land have sworn fealty to the King, despite his great age.
Of course, your story doesn't begin anywhere near there. It begins in the otherwise unremarkable village of Fearleah, gateway to one of the few passes into the dwarven nation in the east.
Today is an important day. Hibernia's relations with the dwarves have been deteriorating over the past decade. Trade is scarce, and travel between the countries for any other reason is almost unheard of. Except today, for the dwarves have sent an ambassador to Hibernia. And the High Priest himself is due to meet him.
With whatever motivation, your party of five has met on the road to Fearleah. Walking together, about ten minutes out of town, you have a chance to introduce yourselves. But that's entirely up to you.
On that note,
what do you do?