About this project
Asatania for 5th edition is a set of adventures in an epic campaign world. It is about immersing players in a land and story that provides all the touchstones of a great tabletop RPG experience.
Players will navigate a world on the brink. The stable and supportive land they grew up in has been invaded by hordes from across the sea. While the central government ineffectually tries to repulse the invaders, ancient powers stir both at home and across the sea.
Players start as ordinary citizens of the realm (though some with secrets...) and through their own actions will gain power and prestige. With this power they may become the heroes that the old world needs to survive the onslaught.
The adventures contained in this Kickstarter are designed to take players from level 1 to around level 4 and constitute the first major story arc of an epic campaign.
(Asatania was written specifically for 5th edition but should be easily convertible to any modern fantasy RPG system.)
The Asatania Campaign Guide provides everything you need to know about what is happening in the world of Asatania. It lays out the forces, the history, the non-player characters and the motivations that are driving events.
And, players never just blindly follow a script, and so when they decide to strike out in an unexpected direction, you will understand how the world will react. There is enough information in the Campaign Guide to make the world your own. Seamlessly turn to the pre-written side adventures whenever players want to take the road less traveled.
In addition, for game masters who love creating their own adventures, the Campaign Guide provides all of the raw source material you'll need. Maps, NPC dossiers, and history are all presented in an easy to read and use format. If you need ideas, there are plenty of hooks for interesting adventures that could be written.
Story adventures are designed to engage players in the overall narrative of Asatania. Forces are at play that have been brewing for centuries and this arc of three adventures will set the stage with wrongs that must be righted and questions that must be answered.
“Face Down in a Muddy Road” (Level 1).
This adventure introduces our players to the world of Asatania and the major players. Ambushed on their way to the harbor town of Bray’s Bay, the players must fight off an attack of ferocious Kan Demon invaders. After prevailing they see increasing evidence of Kan Demon incursions far from the normal coastal villages the Kan normally raid.
“Smoke on the Horizon” (Level 2-3).
The adventurers have fought off multiple groups of invading Kan Demon deep in the interior of the continent of Tere. They’ve seen the devastation of the burned out village of Siver’s Mill and have found evidence of a much larger invasion. Continuing warily towards Bray’s Bay, they don’t know who they can trust.
“Muscle, Sinew, and Wood” (Level 3-4).
Through a combination of strength, wit, and luck, the group has made finally made its way to Bray’s Bay. What they find is spirit wrenching, as the town is besieged by hundreds of Kan Demon troopers. While defenders bravely hold the town from behind the palisade, the Kan Demon are erecting some sort of magical construct. Players have to decide what, if anything, they can do to help.
Side adventures are designed to provide meaningful adventures on nights when the group heads off the beaten path. Role playing games are about choices. As game masters, it's important that we don’t railroad our players along a strict plot progression.
While the Story Adventures are designed to move seamlessly from one place to another, the side adventures provide ample opportunities for players to stray for a while. Between the Campaign Guide and the Side Adventures, game masters have enough material to keep their groups busy for as long as they need.
“The New Mine Masters” (levels 2-4).
The players discover an invasion map on a defeated Kan Demon. The map lays out locations deep inside Imperium lands. Players investigate and find key installations that the Kan Demon are using to secure their foothold on Tere. Can they intervene to weaken the Kan Demon offensive and rescue enslaved citizens?
“The Ghost of Jarvis Island” (Level 3-4).
Blown (or chased) off course, the merchant sloop Calm Seas must put in at Jarvis, an uninhabited island on the leading edge of the Windsome Chain. Once a tin mining outpost, the small colony was abandoned many years ago. Was it because the tin ran out or because of the haunted lighthouse that guards the entrance to the port?
We're story tellers and world builders. We believe that the best role playing games are immersive. Worlds should feel vibrant, alive, and real. The actors that players will meet and the situations that they encounter should never feel random.
We never want players to feel like the game master is just rolling dice on tables of encounters (even if he is). Every encounter and situation should feel organically like a part of a living world.
The more the game master understands about the nature of the world, the more effective he or she will be at guiding the game. We aspire to create layers in our games that will appeal to different types of players.
Hack and slash types can go a long way just hacking and slashing their way through conflict. But, we also want to provide clues to the "whys" and "hows" of events. Insightful and curious players will discover backstory and motivational elements which may not be completely obvious. Those insights may help them more cleanly navigate the challenges in front of them.
Fundamentally, our worlds and adventures are about pitting a group of players against their environment. We love nothing more than seeing a random group of players set aside their differences and forge an alliance toward a common goal.
If you share our vision of immersive game play in living fantasy worlds, then please show your passion for table top roll playing games by supporting this Kickstarter campaign.
$750 - Player Guide – we’ll release a player's guide to the world of Asatania. It will include history, maps, and suggested backstories to help players create more compelling characters.
$1000 - Full Color NPC Portraits - most of our NPC portraits have been done in grayscale. Reaching this level will allow us to commission our character artists to render their artwork in full color.
$1750 - Two Additional Side Adventures – we’ll create two additional adventures on the continent of Tere and/or the Windsome chain. These adventures will be self-contained and standalone, but will also offer optional insight into the larger plot at work. The first will be suitable for players level 1-3 and the second for players level 2-4.
$3000 - An Additional Story Adventure - at this level, we'll write one additional story adventure (including maps and artwork) to keep your players occupied while we prepare the next arc of the adventure story.
$5000 - Starting Characters - we'll create a half-dozen hand-crafted starting characters with fleshed out backstories and unique professionally commissioned full color artwork specially designed for the Asatania campaign. With minimal effort, your players will be able to jump right into the campaign.
Risks and challenges
There are always risks with Kickstarter projects. But, we've worked diligently to reduce them as much as possible. The content that we're delivering is complete, the adventures have been play tested, and our artist has been commissioned and is hard at work.
What remains is cleanup, polish, and formatting of the text - finalizing some of the artwork and working on some of the scaling. Detail stuff, basically.
Beyond that, there really are no technical obstacles that should prevent the project from being delivered.Learn about accountability on Kickstarter
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