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The first Broken Kingdoms game ran over 2006. It was one of the most sucessful games I have had the priviledge of DMingand I intend to run more campaigns in this setting. Once, a man bargained with a god. The result was mankind bound into an Empire of slavery. Another bargain was struck, and this time the result was a divinely wrought war which not only shattered the empire, but the very land itself. Generations later civilisation is beginning to reappear. Surviving settlements have grown large enough to be called towns, separated by a hostile wilderness which has grown over the ruins and battlefields of the Broken Kingdoms. It is a time for exploration and discovery. Some brave the wilderness to chart new trade routes or delve into ancient ruins in search of lost knowledge and wealth. Others look to carve new kingdoms from the remnants of the old, or act to prevent the same. Many are just concerned with protecting what they already have. But hopefully no-one is going to strike another divine bargain anytime soon… A humans-only campaign of sword and sorcery set among the ruins of a fallen empire. Using Monte Cook's Arcana Unearthed rules, in conjunction with D&D3.5 Playing Thursday evenings at SAGA Inc. Broken Kingdoms Primer (v.1.0, pdf, 423kb) email marsden@mailpuppy.com In the beginning - Broken Kingdoms Character Creation To start the campaign the players will, as a group, select one or a few plot hooks that they are interested in following up from the source material. They will then create characters who have a defined interest in those plot hooks, and select a settlement in which to start the game. This mutual interest will be used to bring the group together and provide the background for the first few sessions. Characters will preferably be from the immediate area, and each character will be required to have previous connections to at least two of the other characters, for example being family, neighbours, rivals or having a mutual employer. These need not be completely friendly, but should be such that they will add to the game rather than disrupting it. When creating their characters, players should also think about the character’s ties to the wider community and possibly come up with a few possible contacts, issues, rivals etc that the GM can use to liven things up, provide useful services, and otherwise flesh out the setting relative to the characters. Character attributes may be generated by the 4d6 drop one method, with one set of rerolls allowed if you turn up truely atrocious stats the first time, or by the 3 odd, 3 even, total bonuses no more than +8 method. It is suggested that you decide what sort of character you wish to play first and worry about the stats later.
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