The Realm of Prealith in the World of Paksenarrion

Overview
This website is for an Old School Revival Game set in Prealith (one of the 8 Kingdoms from the novels of Elizabeth Moon, notably the Deeds of Paksenarrion). Other than a map, that it has a Sea Prince ruler, and that it is heavily involved in trade; this Kingdom is left undescribed - leaving considerable... possibilities.... Readers of Moon's novels will recognize features, organizations, and other rich details of her world. But, be forewarned, Prealith is very different from the other kingdoms. Also, Moon's novels are written from a first person narrator perspective - so 'established fact' is not always the reality of the world....
The game will largely use the Castle and Crusades mechanics with alterations and additions. It's an updated AD&D/2e system. Meaning: Rule wise - it's far easier than later systems to run your character; but, you need to RUN your character. This version rewards and encourages clever play (and the reverse!) For instance, a high Charisma score will slightly alter a NPC's initial reaction; but it's what comes out of the player's mouth that will determine what happens. (Pathfinder people - there is no "Diplomacy check"). Also, it's open - meaning if you, the player, can think it up then you can try it under two conditions: first, it needs to be possible for your character to do and to know (e.g. no flying without magic or making an airplane); and, second, your character lives (or dies) with the consequences of his/her actions (I'm jumping off the cliff and flapping my arms really hard....).
The goal is an interactive world. The characters can change the world... or not, depending on their actions and timing. Likewise, the world will react.. or not, depending on the characters' actions and the "world's" perception. The evil mastermind will send assassins, etc. if the characters prove to be a hindrance to his plans - but he's not seeking them for no reason. Also, the world is not centered around the characters - e.g. a 1st level party will not only encounter just 1st level challenges. For example, if your 1st level party see signs of a rampaging dragon, that does not mean the GM is giving you the hint to go off dragon hunting .... The GM is actually giving you the chance to consider your options.... carefully. While the game will throw surprises at the characters, the GM will ensure potentially fatal encounters are, at least, hinted at being a possibility (one proviso - if the 'surprise' is a natural consequence of the characters' actions - e.g. marching down the trail in enemy territory loudly singing their favourite drinking songs - then all bets and reassurances are off...). The game is to be fun, not fixed!
Please refer to the other sections for more details about the game and the world!
This website is for an Old School Revival Game set in Prealith (one of the 8 Kingdoms from the novels of Elizabeth Moon, notably the Deeds of Paksenarrion). Other than a map, that it has a Sea Prince ruler, and that it is heavily involved in trade; this Kingdom is left undescribed - leaving considerable... possibilities.... Readers of Moon's novels will recognize features, organizations, and other rich details of her world. But, be forewarned, Prealith is very different from the other kingdoms. Also, Moon's novels are written from a first person narrator perspective - so 'established fact' is not always the reality of the world....
The game will largely use the Castle and Crusades mechanics with alterations and additions. It's an updated AD&D/2e system. Meaning: Rule wise - it's far easier than later systems to run your character; but, you need to RUN your character. This version rewards and encourages clever play (and the reverse!) For instance, a high Charisma score will slightly alter a NPC's initial reaction; but it's what comes out of the player's mouth that will determine what happens. (Pathfinder people - there is no "Diplomacy check"). Also, it's open - meaning if you, the player, can think it up then you can try it under two conditions: first, it needs to be possible for your character to do and to know (e.g. no flying without magic or making an airplane); and, second, your character lives (or dies) with the consequences of his/her actions (I'm jumping off the cliff and flapping my arms really hard....).
The goal is an interactive world. The characters can change the world... or not, depending on their actions and timing. Likewise, the world will react.. or not, depending on the characters' actions and the "world's" perception. The evil mastermind will send assassins, etc. if the characters prove to be a hindrance to his plans - but he's not seeking them for no reason. Also, the world is not centered around the characters - e.g. a 1st level party will not only encounter just 1st level challenges. For example, if your 1st level party see signs of a rampaging dragon, that does not mean the GM is giving you the hint to go off dragon hunting .... The GM is actually giving you the chance to consider your options.... carefully. While the game will throw surprises at the characters, the GM will ensure potentially fatal encounters are, at least, hinted at being a possibility (one proviso - if the 'surprise' is a natural consequence of the characters' actions - e.g. marching down the trail in enemy territory loudly singing their favourite drinking songs - then all bets and reassurances are off...). The game is to be fun, not fixed!
Please refer to the other sections for more details about the game and the world!