Open Quest Seeds
Quest seeds are the starting point for campaigns. Think of them like "main quests" in Skyrim or similar. Unlike video games, they do often come with a ticking clock. Success isn't the end of the campaign--merely the end of an arc. And you can choose to abandon the arc at any point and go somewhere else. But remember--Dawn of Hope is a persistent-world setting. The things you do (or don't do) have effects that last and will affect other campaigns in the same setting! While there are other adventurers who may attempt the unchosen quests, their performance and their choices are somewhat random. Choose your quests wisely!
Quest seeds are arranged by area and by starting level. For most parties, especially of new players, I recommend one of the level 1 seeds. Experienced parties can start at the level 3 ones; going higher requires having characters with established reputations as adventurers of note.
The nation of Byssia is in transition from an communitarian, decentralized nation of ihmisia and humans, backward and sleepy, into a bustling center of growth and religious fervor. As the only nation with solid access to the Primal Sea, much of its people look to the sea. Off in the distance to the south, across Gap-tooth Bay lies the fabled Island of Beasts, a mountain peak rising high into the sky, supposedly inhabited by unique monsters and hidden treasures.
- Gap-tooth Bay and the Byssian Lowlands
- Normally isolationist and reclusive, the island folk of the bay have sent an emissary to the civilized people of Byssia asking for help with creatures that have been raiding their fishing boats and villages.
- Social > Combat ~ Exploration
- sub-tropical islands and shallow aquatic
- Adventuring Company
- Heart of the Woods