GM : Peter Murray
Rules: *NEW SYSTEM* Please read below.
What is ‘Unbound’?
Unbound is the name I have given to a fantasy rules system that I have developed. I was frustrated with the rules systems I was trying to run as a GM, and so originally modified them until they reached the point where I had a completely new system on my hands.
The rules have gone through several major changes and are going through a final review. I am reaching the point where I have a stand-alone rulebook; almost fit for publishing. What will become of the system, who knows, but would like it more widely known and played.
What are the rules?
For those amongst you that have played character points systems and 2d10 skill rolls (like SLA) will see similarities. Characters are developed on a points base, allocated to traits, skills and merits (flaws provide additional points for the character). The system has some archetypes, however there is freedom within the rules to create almost anything the person wishes (within limits of the world).
I have tried to develop the rules so that there is a core, but allow the GM to develop matters as they see fit and make decisions in individual cases rather than generally. As a player and GM I have found these rules fare better for gaming than those that are too strict and do not allow freedom.
A samples of the rules are available in PDF. It takes you through the main archetypes, character creation, skills and how combat works. The full rules that can be obtained from me; it should be sufficient for most people to see if they want more.
You need Adobe Acrobat Reader to view the PDF file. If your PC does not have Acrobat Reader installed, you can download the Adobe® Acrobat® Reader for free.
The Game World
Along with a new rules system comes my own gaming world. The main stay of the character’s world is a place called The Kingdom. There are two other known countries; Parvon and Kharadmon and others yet to be found. The Kingdom, and the two other countries are human centric, with a small populations of part Fey (one would say elves). There are other races, known mostly as old wives tales amongst the populace. They do exist, but are known to only a few and seen by fewer (Hunen [trolls,] Tuafar [dwarves], Grak [orcs] and giants). There are monsters, but these are mostly elemental constructs or live outside The Kingdom.
In The Kingdom magic is centred round the four Gods and their churches, priestly magic. There is Elemental magic, but within The Kingdom this is outlawed on penalty of death. There are other areas of the world where it is not so, and those that operate within The Kingdom have to be extremely careful.
There is a lot of interplay between the churches and state, which leads to differences of opinion. This has lead previously to open warfare.
A map of the World is available, drawn using Campaign Cartographer 3® from myself. If you do not have this you can download a free Viewer.
With 200 years of settled life behind them, and looking forward to slow expansion of its western border into the wastes (more land and resources are required), The Kingdom sees itself facing its greatest threat since its inception nearly 1000 years ago. Greater than the near civil wars and rebellion over 600 years ago.
A major power on the continent, its northern border boundaries a great forest on the edge of the tundra, its southern border on the great desert. The great eastern cities built to take advantage of the sea trade with other countries and peoples. The Kingdom was making plans to expand its western border all the way to the Northern Teeth Mountains and further southwest into the wastes.
In lighting raids across its southern cities, churches have been destroyed killing hundreds if not thousands of people. But worse still is the sacking of Sanpashir, its most southerly city, with no information as to the fate of over 28,000 people. No party or country has claimed to have conducted these raids and killings, and The Kingdom is now in confusion. The King and his advisers have been caught by surprise and are now on a rush to return to the capital (Tal Quorin) from business on the most westerly city of The Kingdom.
Can you, as a priest of the Gods, a warrior of the Gods or Kingdom, or someone who’s in it for the glory (and or money) help to save The Kingdom from its direst peril. Beware though, everything is not as it seems and darker forces are at work. There are endless possibilities in the world of Unbound.
The Players – Nitor Campaign
A map of the town of Nitor is available, drawn using Campaign Cartographer 2® from myself. If you do not have this you can download a free Viewer.
Karina Mercy – From an early age was drawn to the God of Death, now a senior figure in the local church of Azazimoth. Confidant to a Duke.
Eyyhal Mercy – Half Sister to Karina. Abbotess in the service of Halzeyon and recently appointed Ambassador to the Grak.
Dimitri – One time follower and priest of Freyalise. He now follows a more difficult path to enlightenment.
Ayvahn Kheitan – Former guard member and now sergeant in the Duke’s Guard. Is well respected by those he works with, but is not all he seems.
Danny – A young lad looking for adventure. Good with horses, but still green under the gills. Sometimes unsure what he’s let himself in for.
Ramaan Rashman – Born in the south of The Kingdom and raised by his father to be a warrior (one that has not existed in The Kingdom for 200 years). Is not aware of the dangers he faces.
Tony Ghentt – Only son of one of the most powerful men in The Kingdom not of Royal blood. Only recently come into his inheritance and relies on his skills learnt as an orphan. Is only now learning his real inheritance.
Brandys Berg – A true priest and follower of Monshasa, he has learnt his lessons well. Follows the warrior code, but his past may not be as clear as the robes he wears.
Althar – A priest of Halzeyon, who has recently joined the others to experience that which is beyond the borders of The Kingdom. He himself is not sure of the path he walks.
John – A foppish young man from the eastern realms, looking to make his name by adventure. A younger son with no future apart from what he can carve out for himself.
Roc – A stranger to all, one of the famed Grak warriors. What is his place in this band of friends and what agenda does he work to. What secrets does his language and custom conceal.