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Latest revision as of 19:29, 4 May 2023
Contents
How to initiate going to an Epic Location
- The players in a Veteran Game may decide as a group to inform their DMs that they want to adventure in one of our designated Epic Locations.
- DMs may also ask the players of a Veteran Game if they are interested in visiting one of these locations. The players as a group may accept or decline this invitation.
- The DMs will notify the PTB that there has been a request to adventure in an Epic Location. The PTB will then discuss Epic Locations with the DMs to answer all their questions, offer advice, and provide them with any help that they may need.
Epic Location Rules
- Epic location modules are designed to be more difficult than a normal module.
- Epic modules are longer. They usually last 5-6 months and are 6-10 scenes long.
- Hero Points may not be spent in any Epic Location nor are they earned.
- Note that there are some "DM Only" rules for Epic Locations as well.
Rewards for Successfully Completing a Module to an Epic Location
- When a Veteran Game successfully completes their first module to an Epic Location, they earn a castle to be built in their honor in or near their hometown. If they prefer, instead of a castle, they may choose an equally impressive property or upgrade their existing home (base). This castle does NOT count in any way towards WBL and may not be used to earn wealth. The castle will always remain where it stands even after the game retires at level 20. (The CDM will discuss this with the DMs and Players once it has been earned.)
- Veteran Games that successfully complete an Epic Module without a TPK, will earn a place on the WLA Wall of Valor which is located on Woldipedia. A formal email will also go out to the Wold-at-large announcing the achievement.
- Each PC of a group that successfully completes an Epic Module will receive a badge from the PTB via email to place on their PC sheet. The ADM of the game will also place this badge on the Game’s page on Woldipedia.
Approved Epic Locations
Each Epic Location has been designed and approved for DMs to use by the PTB. Currently there are 3 of these locations.
Epic Location 1: Fae Skiemir
Description for Veteran Players: In the second age, the elven city-state of Fae Skiemir grew so arrogant that they challenged the gods, but were purged in the Second Cataclysm and taken by Queen Maab out of the Wold.” (From Woldipedia: History) It is rumored the destruction was so swift that all their treasures still lie within the ruins.
How to Get There: It is rumored that the city lies within the Valleys of Twilight in the Lands of Rest, and there is a magical barrier that makes it hard to get in … and even more difficult to get out!
Style of Play: All the creatures/monsters here are inherently greedy and there is much here to tempt the greedy being. This is the assigned afterlife location for those afflicted with greed.
Epic Location 2: Koshe-Marr
Description for Veteran Players: Koshe-Marr was created by Marteaus at near the end of the Year of Ascension using the Rings of Ascension he had obtained. He made Koshe-Marr so that he would have a refuge made in his image to abide in if he defeated the Gods of Wold as well as a place to hide and recuperate if he lost to them.
How to Get there: It is widely known that somewhere in the Shadowlands is the gateway entrance to Koshe-Marr. However the gate is locked and many things are said about the ever changing keys. Other ways into and out of the realm are rumored, but knowledge is sketchy.
Style of play: Few want to live in Koshe-Marr due to the horrors within. Several realms are known to exist within and each is separated magically from the others. Each realm has an exceedingly evil immortal Lord that rules with power obtained by The Powers that rule in the name of Marteaus. By the Word of Marteaus’, teach each visitor what their Great Need is by giving each their “great test.”
Epic Location 3: The Sargrass
Description for Veteran Players: Sargrass is a mutated desert of grass as far as the eye can see. However, seeing is an issue as well since many forms of the grass grow to be very tall. 1000s of varieties of grass exist. Animal and plant life here is constantly evolving. It seldom rains here. So the worry of everyone who adventurers here is survival in every sense or definition of that word.
How to Get there: The Sargrass has always been in the Southern Continent. However, in recent years the Crystal Mountains of the Sargrass have grown to surround the area, closing it off to most. It is said that one can call the Monks that are able to navigate the mountain range, if one knows how. Others say the easiest way in is through a result of the mutation in the area called Pocket Realm Corridors. Yet others say that there is a way to arrive directly in the ruins of the destroyed town of Rattledam.
Style of Play: Most of the animal and plant life in The Sargrass are mutating. The area is the strangest desert one could imagine. There are natives, but the Manfri, Climbers, Monks, Druid Trees, are unusual themselves, obviously a result of where they live and what that does for and to a person.
A final note of respect and sympathy
Writing and prepping a module within one of our Epic Locations is a difficult and time consuming thing. So we ask players to be patient as our DMs have real lives to lead and writing such a module takes awhile.