Realms of Rothaen Core Book Dungeon World Version
Click here for the Rothaen Map Pack. CLick here for the Rothaen Audio Collection. Your Rothaen Awaits... What adventures will you create with your friends in the Realms of Rothaen? Will you help the Athix Empire rebuild¸ fight the Pharaoh Lich of Kahadal¸ or serve the Hidden Empress on Iros? Maybe you will learn the horrid Book of the Dead's secrets in Abados¸ join a halfling mob family in Carthic¸ or learn the songs of the Taseki Empire. Rothaen is a vast world with many opportunities for a brave adventurer to explore. It is a world filled with good¸ evil¸ and everything in between. Choose your path and forge the future of your Rothaen. What Makes Rothaen special? The interwoven adventure threads allow GMs and players to create compelling stories. Diverse cultures that go beyond the standard Viking or Medieval European feel. No one major villain¸ but instead¸ a fully-developed world with nations that face many evils both large and small. It is compatible with Dungeon World¸ a great rules system for creating well-crafted adventures. Principles of Rothaen Your group's stories are center stage. There are no right or wrong stories in Rothaen. Think of any Rothaen book as the bones of a colossal ice titan. Your stories rest on their mighty frames like muscle¸ tissues¸ blood¸ and awesomeness. Maps are printed on paper¸ not carved in stone. You'll find wonderful maps for Rothaen. Many show a vast area with cities¸ natural features¸ and unnatural locations all waiting to be explored¸ but remember¸ not everything is detailed out. Some regions are left empty for your group to flesh out as you explore. Ruins may be marked¸ but they are waiting for your group to map and fill them with adventure. Even if there is a map for the area you want to run in¸ feel free to change it around. Maps are made by mortal hands¸ they can have mistakes in them and become outdated quickly. In short¸ fill in the spaces as your group sees fit. Wheels within wheels Remember that everything in Rothaen is interconnected in some way. The merchants at the bazaars in Asi sell elk meat imported from Noden. Luxinvale¸ Scaldival¸ and Carthic are allies sworn to protect one another if war was to erupt. It's important to think about the connections your story has. Use them to weave a more tightly layered story. If your group is plumbing the depths of an old castle¸ think about who was in the castle before it fell. Are their ancestors still with us? Does a cult call it home now? If so¸ are there any politically powerful people in that cult? Every connection can lead to more adventure and a deeper story. Work as a group After the GM is familiar with the setting¸ get together with your group and discuss the game. Together¸ decide on a starting area in which you'd like to begin your story; each area has its own flavor. During this first session¸ everyone should make characters. Jot down notes as they create their PCs¸ listening to their discussion¸ adding in your thoughts¸ and get a rough idea of what your first game will be. Start small¸ maybe clear out a goblin hole in the nearby forest¸ but put some leads in for future games. If you are the GM¸ make sure to take your players' ideas and work them into your game.