Travelers Guild (Campaign)

From GURPSworld Wiki

Campaign Name: TRAVELERS GUILD

Starting year: 1077AE

Genre: Dungeon Fantasy

Realistic or cinematic? Grittematic

General theme of campaign: Explore places. Kill things. Take treasure.

Are there multiple planes of existence? Yes.

Campaign Background

Campaign’s base city, nation, empire, or planet: Valtameri is a world of many islands, most of which are populated by civilized races.

Society/government type: Feudal

Control Rating: CR4

Tech level: Dungeon Fantasy (TL4)

Brief descriptions of important neighboring powers, political/economic situation, etc.: The race of elves rules the known world, having conquered humankind and other races over a millenium ago. Humans, dwarves, and halflings are mostly second-class citizens in the elven kingdoms. These “lesser races” occupy a number of dangerous and difficult professions, making up the bulk of the agricultural and labor classes. They also comprise a majority of the poor and, as might be expected, number many among the criminal legions. One of the most coveted goals of many second-class citizens is to join the Travelers Guild, which is the only chance a poor soul generally has of seeing anything beyond their home village.

Required reading for all players: GURPS 4th edition Basic (B), GURPS 4th edition Dungeon Fantasy 1: Adventurers (DF1)

Required reading for spellcasters: GURPS 4th edition Magic (M)

Suggested reading for all players: Play Unsafe: How Improvisation Can Change the Way You Roleplay, by Graham Walmsley; Role-Playing Mastery, by Gary Gygax

Information for PCs

Starting point value allowed for PCs: 250

Disadvantage limit: -75 (Including required disadvantages. See below.)

Especially useful character types: Bard, Cleric, Druid, Holy Warrior, Knight, Scout, Thief, Wizard. (Use of character templates in DF1 is strongly suggested. Player characters are limited “suitable” traits found in DF1, pp. 14-18.)

PC races allowed: Dwarf, Half-Elf, Halfling, Human.

Starting wealth: $2,000 (Average)

Starting Wealth levels allowed: Struggling (-1), Average (0), or Comfortable (+1)

Starting Status levels allowed: 0

Languages available: Common, Dwarven, Elven, Gnomish, Halfling

Cultural Familiarities available: Dwarven, Elven, Gnomish, Halfling, Human

Required advantages, disadvantages, and skills: Social Stigma (Second-class Citizen) [-5], plus any disadvantages or quirks required by chosen race template.

Especially appropriate or inappropriate advantages, disadvantages, and skills: Greed is something common to most money-grubbing adventurers, even if their self-control roll is 15 or less. Luck is probably overrated, but that does depend on how long a session lasts. Sense of Duty (Adventuring Companions) is the kind of thing that warms a GM’s heart when he sees it on every player’s sheet. Seamanship and related water skills are common, though or some reason dwarves are not commonly skilled at Swimming. Many of those who long to join the Travelers Guild often live by the Travelers Code.

Special Abilities Allowed for PCs

  • Exotic/supernatural traits: Consult with GM
  • Cinematic skills: Consult with GM

Are PC mages allowed? Yes. Please read DF1 for more regarding magic in Dungeon Fantasy.

General mana level: Normal

Do areas of higher/lower mana exist? Yes

Are any of the spells off-limits? Clerical and Druidic spells lists can be found in DF1(pp. 19-20). Accelerate Time, Create Gate, Rapid Journey, Slow Time, Suspend Time, Teleport, Teleport Other, Time Out, Timeport, and Timeport Other are not allowed for player characters. Other limitations regarding Wizardly spells appear in DF1 (p. 20).

Are there special limits on magery? The limits explicated in DF1. Magery and Power Investiture are capped at 6.

Are PC psis allowed? No.

Are PC gadgeteers allowed? No.

See also