Welcome to The Isle of Many Names campaign wiki
The Isle of Many Names is a large island far from proper civilization (rumored to be the resting place of any of a number of lost civilizations with “wealth beyond avarice” and “magic beyond reckoning” depending on who you talk to), where people from the far off “civilized lands” fight the elements, the indigenous people of the continent, and each other for what they believe is their right to the vast wealth of this new land. This massive island is claimed as a territory of numerous kingdoms, each one having named it something different. Thus: “The Isle of Many Names,” a derisive title for the territory shared by sellswords, adventurers, vagrants, and all the other people who don’t give a fuck who owns it.
And that is practically all I know about the game world! All other details will be created 1) as needed, depending on what were doing that session 2) through character backgrounds (for example: do you hail from a land ruled by an evil warlord? Well, that warlord will very likely have an outpost in this country, named after him/her/it-self, it’s pet Dire Weasel, or favorite piemaker, etc.), and 3) though a game of Settlers Of Catan played concurrently (and very slowly) with the D&D game. The game world will begin with small civilized areas set within the vast wilderness of the setting (“points of light,” as the DMG calls them) which will develop over the course of the game semi-randomly(see #3).
This is the wiki for that game. We’ll keep info for the game here, so if there’s anything you’re interested in knowing about in the game world, or if you would like a refresher on any thing that happened in a previous adventure, you can look it up here. Also, you can upload your character sheet to this wiki, as well as post a character background (from which I can derive plot hooks and worldbuilding information, as per #2 above).
Other Strangeness
-Player’s Turns (an idea I stole from the Mouse Guard RPG)
Not really a turn, so much as a die roll, in this case. Basically, at the end of (nearly) every session, I will ask you (the players) what each of your characters would like to do next. Based on what you decide, I’ll tell you what skill/ability check you have to roll to achieve it and set a (probably secret) DC for you to meet.
I will then take all of that information (what you do, the DC, your roll, whether or not you crit/crit fail, etc), and use it to write the next adventure. Ideally, this will keep our sessions character driven and spontaneous, as well as reduce the amount of work I have to do (see abovementioned sloth).
Another house rule I’m considering: 2nd Edition-style group initiative, instead of 4e’s individual init. We’ll discuss this one after we’ve played a little bit, so we have a better understanding of how it will affect play.
This is a link to the main page of that wiki. I’ll probably move this intro thingy to that main page after some time, and use this space for session teasers. There’s not… anything there right now, but there will be…. there will be…
