Far to the west of the Great Plains of Urkania, with it's two mighty rivers and great waring cities, is the peaceful mountain-ringed Kingdom of Hyperion. A once prosperous land now fallen on hard times since the closing of the only pass through the Iron Alps, which separate the Great Lords of the East from the western Land of Rawain and it's profitable sea routes across the western ocean.
During the reign of the present (Impoverisht the First) Kings' father, the pass fell under the control of Orcs belonging to the "Blood Hammer" clan, and all trade now goes by sea. King Impoverisht does maintain a garrison at the base of the pass to protect his people from the Orc raiders that, more and more often, come down from the mountains to steal animals and women. And it is from this Garrison that many a brave party of Adventurers have set off to seek fame and fortune. Most, never to be seen again, although their screams often carry down the vale on a windless night. Still, there are always more bright young adventurers, and none are ever turned away from The Keep on the Borderlands
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It is envisaged that Characters will stay at, and sally forth from, The Keep on the Borderlands, an out of game area. A days Play will begin with a Party of Adventurers leaving the Keep and heading into one of the 8 surrounding areas ( the Terrain and location of each area will be chosen by the GM) and there they will be in the Module of the current GM.
The Action will be played out in a predetermined set of Scenarios with the players deciding between each scene (as well as during) on direction and tactics. For each Module the GM will determine 1 or more minimum achievements that must be met before any XP may be earned, for the Adventure. An adventure ends when the Party return to the Keep, at which time if requirements have been met, all Power Points possessed by the Party will become XP and be shared evenly between the survivors. Any remainder will be apportioned at the GM's discretion (usually to the magic users). Also it may be that the Party has achieved some preset Goals of the mission for which the GM had determined to award XP if achieved. NB: the Party will not know beforehand that these Goals had been set. Therefore, it may be better to spend those PP's to do something Noble, rather than save them, run home, and cash in your XP
It may be that more than one Party is able to go Adventuring on a given day. All Characters at the Keep begin the day with full HP and PP and Arrows and equipment but upon returning to the Keep they will not be reset until the next game day. As well as collecting XP while adventuring it is possible for characters to collect Equipment (always bearing in mind the Encumbrance rules). A Player may have more than one character at a time, all residing at the Keep (for now), and it is envisaged that most characters resident at the Keep will stay behind when a party goes out adventuring. It may be that more than one party are able to go Adventuring on the same day and/or at the same time, as the GM (or GM's) determine is appropriate for that module and present Game situation.
In general the GM will be an NPC (playing) although this may not always be so. The GM may be any or no Character, as and when the scenario requires. No action will take place at the Keep (it is a safe place), it is merely a Character park, with a forum, and soon, a Public Bar in which it will be possible to be privy to a wide range of Gossip and Rumour, some of which may be relevant to situations encountered in the field .