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Places (updated 2003/07/02)Bridge over the Chasm The Battle Plain of Sepulchre Places can have legends as well. By assigning Traits to locations the GM can find more ways to use descriptive details in the game. The GM can know exactly how difficult it is to cross a rotten bridge, or know exactly how likely it is for thieves to rob the characters in a famed "city of thieves". Players may be able to use these Traits as well, working them into the descriptions of their actions and declaring them as they would any other Trait. A city famed for its old libraries or skilled smiths might attract the characters who need to perform difficult research. A thick forest may provide a good place to hide or lose a trailing foe. A menhir ring of stones or sacred holy temple may be a powerful place to work magic or prayers. A character might take advantage of an oaken table in a tavern as an impromptu shield against crossbows. Even if the GM has not set a formal Place Trait, if a player uses his environment creatively it should count as at least a Rank 1 Trait. Bridge over the ChasmThe only way across the deep chasm is a treacheous wooden bridge, decrepit with age. An eerie howling wind blows from the chasm, frightening most travelers away to a safer crossing. LP 30
The Battle Plain of SepulchreThis valley, bordered by the Wintercrown Mountains, was once the seat of a vast empire. After the Breaking the region became filled with undead that now threaten to overrun the west. Only the valiant efforts of the Karrocks stem this tide. Sepulchre is widely known to adventurers as a dangerous land filled with ancient treasures, but few venture into this bone-covered land. LP 60
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