With the eldritch power of Wyrmstone, ships highsail in the clouds, creating gates to travel between worlds in this fantasy epic of heroism, intrigue and rollicking adventure.
Shadowy jungles reclaim the crumbling remains of the savage Hothai empire in Issara. The endless archipelagos of Ra'niah spawn the best sailors alive, led by the Guild-States, exemplars of art, science, and culture. The seat of Dwarven power is empty in Shahan, its previous occupants scattered to the wind by the enigmatic and horrifying Chithrau. Within the mighty Celestial Empire of Liunonda the elegant Elven songs of Honor and intrigue continue their deadly harmony, while the shattered remnants of the Nar drift in a desolate web, the casualty of a millennia-old war. Dragon Warlords rule the blasted wastelands of Daigon watched over by the rheumy gaze of the moon Eone, a place of destiny and wealth for Adventurers, for it is here that the Great Wyrms travel to die.
Every hero needs a world to save.
Now there are six.
Disclaimer: The Paradigm Shift
The intrepid Wyrmstone player should be aware of some campaign design goals at the outset. Recognizing that these concepts inform much of the decision-making process for the campaign will go a long way toward ensuring that we all have fun!
One: The original goals of Organized Play are what we're looking for.
OP campaigns, in the main, began as a noble experiment in shared-world storytelling. They weren't ever supposed to be about raiding, xp grinding, or magic-mart shopping. The Wyrmstone campaign is a high-flavor campaign written for fun of the roleplaying variety rather than loot stockpiling. Powerful prizes won't come in every adventure, and magic items, being effectively priceless, aren't for sale.
Two: Magic Items aren't for sale.
Think about the great Fantasy films you've seen. How many of those films featured a group of characters loaded to the nines with magically enhanced gear? In Wyrmstone, low-grade stuff like potions and scrolls can be bought, sure. But you're not going to find anybody willing to sell you a +5 holy avenger, no matter the price. Fantasy Craft's Reputation system goes a long way toward supporting this concept, and if you're going to play this campaign, get used to relying on your character's abilities and not his gear.
Three: The Wyrmstone campaign is about character.
Hosting compelling characters connected to (and helping build) the flavor of the gameworld is a goal of this campaign. Fantasy Craft allows players to build characters that are defined by their actual abilities rather than their assortment of magical enhancements, and the NPC system is built in such a way that you don't "need" a pile of magic gear to "avoid getting left behind". It is important, then, to get past the idea that magic items are how fantasy heroes are measured.
Bottom Line: Be ready to create a character with some life to it, and bring your best rolepaying to the table. Leave the rollplaying someplace else.
If you're ready for that, by all means read on. And Welcome!
Further Study
There is much information to be had for Wyrmstone from several sources:
Wyrmstone Karma
The Wyrmstone website has a Karma system. This is a method to show your contributions and activity in the campaign, and get rewards for them. The website will automatically award Blue Karma for the following:
- Per Adventure Played and recorded on website
- Per Adventure Review submitted on website
- Per Post in the Forums
And you will receive Green Karma for the following:
- Approved contributions to Apochrypa or other portions of website.
- Judging a game -- recorded as players submit records of having played with you as a judge.
- Running a "gameday" sized event (points per table run).
- Coordinator in campaign.
- After 10 people play a copper scenario you wrote
- After 10 people play a Silver scenario you wrote
- Completing Gold scenario
Not only will you have the prestige of having Blue and Green Karma, but you will be able to exchange this Karma for rewards, including:
- Downloading a Gold module (instead of purchasing it)
- Rare Race access
- Limited Race access
- Substitute Karma for pre-requisites in Game Organizations
- Special character certs to be used for Unlimited characters