Basic premise:
- The world was dying and the elves walled themselves in mighty magical citadels (kind of like the caerns in Earthdawn).
- Centuries passed and the world changed.
- The citadels lost contact witch each others.
- Older elves are falling into a eternal sleep (instead of going west to retire from the world).
- The players characters are the first elves to ventures outside their citadel.
- Their goal is to find the other elven citadels to establish contact with them.
- The lost citadels have become adventuring locations and dangerous dungeons to explore.
- The world renewed itself and is now mainly covered by a endless forest.
- Monsters and beasts have changed.
- Great beasts play the role of dragons.
- Humans are the new orcs and menace the emerging races.
- Halflings are slaves owned by humans.
- Dwarfs turned bad before vanishing.
- New races emerges to replace the old ones.
Since we have only one character class (elf) we need something to have more character variety.
- Each character is from a randomly rolled noble house.
- Each character receive a background that determine their starting skills and gear.
- Characters gain 1 skill point at level 3, 5, 7 and 9.
- Roll a level one spell for your house. Your house is build around this spell, the other houses can't roll, choose or learn this spell (but characters can learn it from a scroll from a adventure).
- Roll a signature weapon or armor for your house. You start with a elven quality item of this type.
- Roll a specialty skill for your house. You start with +1 in this skill.
- Roll a random type of hireling for your house. Your can easily hire above average hirelings of this type.
- Roll a random patron animal for your house. You can speak the language of your patron animal and you receive a 1 point bonus for your reaction tests with them.
- Roll a random attribute for your house. House members roll 4d6 (take 3 best) to determine this attribute. (not sure about this one)
- Roll a random background (stuff like ranger, shield maiden, healer, etc), each background give +1 in one skill and determine your starting gear.
- This replace rolling starting money and shopping for starting equipment.
- When you create a replacement character you may choose to come from a already established house or to create a new house. (So dying bring the opportunity of creating a new house).
- The songs skill start at 2 (1 +1 for being a elf).
- Songs work like a lore skill. Elves can sing songs to remember ancient lore about things.
- Elven songs are elaborate living things, you can learn something different each time you sing a song.
- Songs are about unique locations, events, characters, monsters, items and deity.
- On a success you know a song about a subject. You now get +1 to your skill each time you sing that song.
- Songs can also be discovered and learned (like spell scrolls).
- Each character start with two random songs, one related to their house, one related to their background.
- The healing skill start at 2 (1 +1 for being a elf).
- You can use your healing skill in the turn after a battle to heal a character. (you get -1 if your are trying to heal yourself).
- On a successful test heal 1 hp if you have no healing gear, d3 if you have bandages, d4 if you have elven bandages, d6 if you have healing herbs and d8 if you have a healing potion.
- On a failed test remove two step from your healing die. (d8>d6>d4>d3>1>0)
- Bandages, herbs and potions can be buy at the characters's citadel. (herbs and potions are quite expensive).
- A second skill test can be made at the end of the day if the character rest for a day (in addition of any natural healing).
- Earn XP for bringing back lost treasures of the old world.
- Earn XP for bringing lore about the new world.
- Earn XP for learning new songs.
- Earn XP for defeating monsters as usual.
The Lost Citadels:
- The group start with a map with the location their citadel and 3 other citadels.
- The map depict the ancient world, so everything have changed. It can be fun to create contrast or link between the ancient names and what the group encounter.
- Each citadel is randomly generated with random tables.
- Roll on the First elven inhabitant table.
- Roll on the Something weird happened table.
- Roll on the Who survived table (and check how they changed).
- Ron on the Who or what moved in table.
- Check if something weirder happened.
- Check if someone still survived this new event (and check how they changed).
- Reroll on the Who or what moved in table.
- Create treasures for each group that inhabited the citadel.
- Place clues towards new citadels and new adventuring locations.
- Winter: ivory, meditation, beautiful magic automatons.
- Spring: green, spreading, dryad creatures, great beasts.
- Summer: yellow, madness, insects & flowers.
- Automn: red, mourning, undead, cardinal birds.
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