justdave
Squire
Yes
Posts: 27
Favorite D&D Class: Paladin // Barbarian
Favorite D&D Race: Human
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Post by justdave on Dec 21, 2016 12:24:51 GMT
Hey everyone I'm currently working on my first homebrew setting. At the center of it is a Monster-Hunter Guild (the classic) that protects the Kingdom of Monsters (obviously). I am looking for - General Feedback - Ideas regarding the history of the MHG - [Might get expanded as discussion kicks off] docs.google.com/document/d/16SLTYpwrr8sODj5Y4KEr6d6L9Ja1PKbIOaaBJHMzYZE/edit?usp=sharingThe whole thing was called into life by the King of Estron with the intention of organizing heroes and primarily prevent them from bullying villages into paying overblown prices. You become a member by passing the entrance exam, which is made up of a general aptitude test followed by an escorted mission to test their abilities in the field. Once you're a member, you get access to the guild-houses in most cities as well as the ability to take missions from the guild (Hunting monsters, protecting villages, the whole deal). My main inspiration was "The Guild" in the Monster-Hunter games as well as the whole organization in the "HunterXHunter" mangas.
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Post by DM Exitium on Dec 21, 2016 14:33:20 GMT
... The whole thing was called into life by the King of Estron with the intention of organizing heroes and primarily prevent them from bullying villages into paying overblown prices. You become a member by passing the entrance exam, which is made up of a general aptitude test followed by an escorted mission to test their abilities in the field. Once you're a member, you get access to the guild-houses in most cities as well as the ability to take missions from the guild (Hunting monsters, protecting villages, the whole deal). All great ideas for starting points! Where would your players start? Would you allow them a choice or start them as level 0 commoners or level 1 characters that are applying to join the MHG and the entrance exam is one of the first things they must encounter as well as the field test? Or are they already members of the guild and are tasked in escorting a new group of recruits on their field test, where you plant a plot hook where some 3rd party or monsters attack them and only the players survive. Looking at the attached document, it seems the MHG is heavily dependent on the Lord Commander but he spends a fair amount of his time wandering. What if he never came back from his wanderings and this is the plot hook for your players to adventure? The 5 commanders have been trying to squash rumors that Zoralth has abandoned the guild and kingdom because he's been gone for far longer than normal. How would Zoralth's absence affect the MHG? Would it fall into disarray and disband? Would they approach the king to appoint a new leader? And then after all of this happening, what happens when Zoralth returns to find his position usurped and his guild believing he was dead? Does he keep his identity of Ancient Gold Dragon a secret from the guild at large? Does only the king know? Do the 5 commanders know he is a Dragon? And as a Monster Hunter's Guild, it sounds like an epic 20th level ending could revolve around a Tarrasque attack and the MHG has to find some way to save the King/Kingdom.
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justdave
Squire
Yes
Posts: 27
Favorite D&D Class: Paladin // Barbarian
Favorite D&D Race: Human
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Post by justdave on Dec 21, 2016 14:48:06 GMT
The characters start out at 3rd level by gathering in the captial to participate in the entrance exam. During the exams, they get to know each other and end up on a team together for the field test. The players are mostly used to Cyberpunk up until now and I'm planning of easing them into the setting this way. I like the idea of Zoralth disapearing, that sounds like a great "mid-season" turning-point. How the guild would react to his absence is a good, question, I'd need to think about that. I feel it mostly depends on his level of involvement both in missions as well as in the daily life with the guild, which I both haven't completely nailed down yet. The idea was that he is keeping his identity secret. It started out as a good place to hide and recover from the injuries he suffered after defeating the Dracolich, but he grew enamoured with the Kingdom and wanted to assist its ruler and people alike with his wise council. I was thinking about having some of the commanders and even the PCs finding out about his true being on the way towards a big climax due to drama. I haven't decided yet wether the King knows or not, but I'm tending towards yes. The Tarrasque also crossed my mind, but that's quite some time off
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