For Glory, For Empire

The year is 2493 I.C. Naval hostilities with Flenouwaye pirates are at a new low, and the 7-year storm season of the Cyclonic Ocean has ceased. The Zalamiri Empire has issued an edict to colonize The Hiquts Rill.

Now, merchant guilds, mining companies, and religious organizations are in a rush to explore and colonize the middle and southern portions of the western coast of the lush continent of Areiystis. This land is rumored to be rich in unusual resources, the birthplace of dragons, and home to a temple connected to all of the Realms of Existence.

You will play explorers, miners, merchants, native guides, relic hunters, missionaries, etc. You will be tasked to explore upriver, pacify any native threats, gather resources and relics, encourage settlement and development, and, in a nutshell, nation-build. This will be a long story arc, possibly multi-generational, with plenty of downtime for crafting, side-quests, etc.

Take a look at these rules. The downtime and kingdom building portions would take place between sessions.

Reputation and Fame (Ultimate Campaign) —

Downtime (Ultimate Campaign) —

Kingdom Building (Ultimate Campaign) —

Investments (Ultimate Campaign) —

For Glory, For Empire

Knave of Fates catharsis_in_g catharsis_in_g