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Journey Away - A Non-Challenge-Based Fantasy RPG (2018) PDF

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80% found this document useful (5 votes)
2K views25 pages

Journey Away - A Non-Challenge-Based Fantasy RPG (2018) PDF

Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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A Tabletop Roleplaying Game

by Jacob S. Kellogg
1
A World of Magic Awaits!
All your life you’ve lived in your village
and listened to stories: stories from your
grandparents about when magic first emerged
in the world during their childhood, and stories
from merchants and travelers about the wonders
they’ve seen around the world.

Now the time has come for you to see this


enchanted world for yourself. You and your
friends will embark on a journey, leaving your
village and venturing out to discover whatever is
beyond the horizon. What will you encounter?
What will you do along the way? It’s all up to
you!

This book contains all the instructions you


need for you and your friends to bring a vivid
set of adventurers to life and guide them on
their journey away from home to discover a
magical world that’s limited only by your own
imagination. All you need is this book, some
gaming dice, a pencil and paper, and your
imagination.

So what are you waiting for? Grab some friends,


grab some dice, and begin your journey!

2
Journey
Away
Writing and Development: Jacob S. Kellogg
Editing: Brie Beau Sheldon
Cover art: Emily Chow
Interior illustrations: Emily Chow,
Rio Burton, and Sandrine Nany
Cartography: @justasummerjob
Layout: Tracy Barnett

Published by Purple Aether Games


Copyright © 2018 Purple Aether Games

3
Chapter 1: Introduction
Master or “GM”, whose role we will
Welcome! discuss more later) will need a copy
Journey Away is a game of shared of the character sheet provided at the
imagination. Playing it involves back of this book and something to
gathering a group of friends to tell a write with. If you don’t have the means
story of magic and wonder, without to make copies of the character sheet,
anyone knowing beforehand what the ordinary paper will work; the point is
story will be like, or how it will unfold. to be able to record key details of your
You and your friends will narrate the character and to jot down any events
first time a few simple villagers leave or other things you want to be able to
home to see the wider world, rolling dice remember. You don’t need anything
now and then to generate unforeseen fancy or special for that.
developments and unpredictable plot Once you have what you need,
twists. There’s no telling what will familiarize yourself with the content of
happen! this book. Then, you and your friends go
To play this game, you only need through the character creation process,
a few things. First, you will need this and you’ll be ready to begin your fantasy
rulebook, as it describes how the adventure!
dice-rolling works and explains the Let’s get a basic overview of the game.
parameters of the world in which your Each of these aspects of Journey Away
story will take place. will be discussed in greater detail later;
Second, you will need some multi- this is just a snapshot so that you can put
sided dice, which you can buy at most all the rules in context when you read
hobby or game stores. This game uses them.
dice with four, six, eight, ten, and
twelve sides. This book uses a common The Premise
shorthand of a lowercase “d” followed In Journey Away you tell the story
by the number of sides on the die. For of a group of villagers leaving home
example, if you see “d8”, that means an for the first time. Each player will have
eight-sided die. Multiple dice of the a character of their own, representing
same type have the number of dice listed one of these villagers. The players will
before the “d”, so “3d10” means three together narrate what their characters
ten-sided dice. do each day, sometimes summarizing
Finally, each player (except the Game long-term processes (like spending
4
the afternoon walking along a road)
and sometimes detailing each activity The Process
individually. Playing Journey Away starts with
Not every scene will progress creating characters for each player
predictably during this storytelling. except the GM. Using the guidance
When it’s time to see what unexpected presented in Chapter 2, come up with
events take place, groups of dice are the identities of villagers who have
rolled to create some mix of favorable chosen to leave home and explore
and complicating developments, which the world. Then, summarize the key
are incorporated into the story and elements of each character with a list of
swept up into the players’ narrations. traits and write the traits down on their
respective character sheets.
The story begins with these villagers’
departure from their rural home of Iris The GM begins the story by setting
Valley toward the city of Idacora to the the scene and presenting elements of the
north, some three days’ journey on foot. world for the characters to interact with.
Thanks to imagination and the element The players narrate their characters’
of random dice rolls, there’s no telling activities to produce an ongoing story.
what might happen along the way, or When the story presents an opportunity
even whether or not the characters for unpredictability, the GM can prompt
will reach Idacora at all, before getting players to use the dice.
sidetracked into far greater adventures Assemble two pools of dice: one pool
than anyone could have predicted. reflects useful or helpful traits possessed
by the involved characters, while the
other represents potentially complicating
elements of the scene (possibly including
character traits as well). Rolling these

5
two pools of dice generates some mix unknown to the general populace, magic
of positive and negative developments burst forth into the world, altering it
in the story, using a method detailed forever.
later. The players narrate how these People have had time to get
developments manifest, injecting new somewhat used to the presence of the
twists into the story to fuel further fantastic in their world; nobody panics
storytelling. if they meet someone with pointy ears
Over time, this rhythm of shared or see someone cast a magic spell. At the
narration and unexpected twists will not same time, magic is still very far from
only create a story, but also impact the being fully understood, leaving many
characters and let you discover (or even wonders that have yet to be discovered.
create) more and more new elements It is in this context that your villager,
of the world. Remember, the trek who has lived their entire life in their
northward to Idacora is just a starting somewhat remote and rural home,
point; both the path and the final decides that it would be worthwhile
destination are up to you! to go out into the world and see what
wonders it holds. Thus begins your
The World journey away.
If you’re already used to the fantasy
genre, then much about the world of
Journey Away will be familiar to you. Its
societies are pre-industrial, with most
production of goods being done by hand
or with the help of beasts of burden.
The people of the world bear many
non-human features, the world is filled
with fantastic creatures and magical
mysteries, and it’s not uncommon to
meet someone who knows how to
harness magical energy to wondrous
effect.
However, unlike many fantasy realms,
the world of Journey Away was not
always filled with magic. In fact, until
about half a century ago, the world was
entirely mundane: no magic, no bizarre
creatures, and no otherworldly features
among the people. Then, for reasons
6
Chapter 2: How to Play
elements like what the weather is like,
The Big Idea how other villagers are reacting, and so
Journey Away is a game of shared forth. Then, the players narrate how they
storytelling. Unlike a story in a book, interact with that scene. Perhaps they
the story you create won’t be laid out in describe tearful goodbyes with loved
advance by one primary author. Instead, ones, or highlight their characters’ eager
everyone at the table will contribute impatience to get going.
to establishing what happens in your This is the kind of shared narration
story, and the dice will add twists that that forms the backbone of gameplay.
nobody sees coming. This mutual and When a scene feels like it has played
unpredictable collaboration takes place out, move forward to a new scene.
using the following process. This might flow naturally out of events
Begin by picking someone to be the arising from the current scene, or the
Game Master, or “GM” for short. This scene might wrap up, and the GM will
person will set things in motion at the interject to move things forward and
beginning of the story, participate in all again provide something for the players
the dice-rolling, and help fill in bits of to interact with. More guidance on this
narration to tie together the scenes and narrative process is provided later in this
descriptions that the players come up chapter.
with. More on this on page 16. Sometimes, a scene can be made
Next, each player will create their more interesting by unpredictability.
own character to serve as one of the This is where the dice come in. The
protagonists in this shared story. The basic idea is that there are two pools
details of the character creation process of dice: one representing things which
are explained in Creating Your Villager, favor the characters in a situation, and
but the general idea is that you invent one representing factors which might
the persona of a villager leaving home. complicate things. By rolling these
You get to decide what they look like, dice and interpreting the results, you
what their personality is like, and so can generate a mixture of positive and
forth. negative plot twists. These developments
When you have chosen a GM and then provide fuel for spicing up the story
built characters, the game can start! in unexpected ways.
The GM sets the scene of your group’s The narrative twists generated by the
departure from Iris Valley, describing roll of the dice provide opportunities to
7
introduce new creatures, people, events, and take note of where the story left off,
or scenery to interact with. It’s like you and your friends can meet again
seizing new threads to weave into the and again, continuing the same ongoing
tapestry of the story that you and your story for months, or even years. You
friends are creating together. Once the might decide to work toward a specific
results of the dice have been established resolution, or you might just keep
and woven into the story, you switch inventing new twists and turns, keeping
right back to the shared narration you it going for the sheer joy of seeing what
were doing before, continuing on until happens next. There’s no wrong way to
it once again feels appropriate to inject approach the story; as long as everyone
some random chance into the story. is included and having fun, you’re doing
Over the course of a two-hour it right!
gaming session, there’s no telling what
sort of adventures your villagers might Creating Your Villager
have. But the story doesn’t have to stop Now that you have an understanding
there! If you keep your character sheets of how the game works, it’s time to make
a character of your own! Your character
is one of the villagers who has decided to
leave home for the first time and go see
the wonders of the world. Chapter 3 will
offer you more details about the world
your character lives in, so feel free to
skip ahead and read some of that before
beginning. Either way, once you’re ready,
let’s begin!
You will need a character sheet;
this serves as a place to record the key
details of your character, as well as
make any notes you might want to jot
down during play. Make a copy of the
character sheet provided in this book, or
use a blank sheet of paper. Once you’ve
got your sheet ready, it’s time to figure
out who this character really is.
The identity of your character is
limited only by your imagination.
They could be very much like yourself,
your complete opposite, or anywhere
8
in between. What matters is that they your traits specific, clear, and evocative.
are a character you can root for in the You want to come up with several
story, or at least a character you find traits, covering a wide array of aspects of
interesting enough that you want to your character. That way, you will have
discover their story. For some people, a clearer mental image of them and be
such broad freedom can lead to a sort of better able to readily narrate how they
paralysis, so the discussion below about interact with the situations in which they
how to come up with traits for your find themselves. To get a well-rounded
character offers some structure; use or set of traits, invent a couple of traits
disregard these guidelines as best suits for each of the following categories:
you. persona, tendencies, experience and
Your character has a list of traits quirks.
that describe the key elements of who Your character’s persona is that
they are and how they interact with which is readily apparent to others. At
the world. Each trait is a word or short a minimum, this includes both their
phrase which describes some aspect physical appearance and the most
of your character in a way that helps obvious aspects of their personality. Do
establish their identity. The best traits they tower over others, or are they more
are specific so that they can help evoke petite? Are they bubbly and chipper, or
a clear mental image of the character shy and reserved? These traits should
for everyone in the game. The best traits be enough to give a feel for what it’s like
are also ones which could be a help or a to meet this person, although the traits
hindrance depending on the situation, might come into play in other contexts.
rather than just being one or the other, Aim to have at least two traits describing
because these help make the story more your persona.
interesting.
Tendencies help define how your
For example, you might want to make character behaves by describing their
your character physically beautiful, typical methods of engaging the world
but a trait that just says “Pretty” is around them. Are they cautious and
kind of one-dimensional and boring. methodical, or eager and reckless?
If you changed it to “Cute as a button,” Do they tend toward smoothing
then you’ve got something a little over conflicts, or demand immediate
more specific than the generic “Pretty.” resolution? Are they hopelessly curious,
Additionally, “Cute as a button” offers or content to let things be? Establish at
more types of story potential, because it’s least two traits of this sort to help you
easy to imagine how it might help (such engage the various situations that will
as when reassuring a lost child) or how arise in your story.
it might hurt (such as trying to be taken
seriously among a rough crowd). Make
9
Experience reflects the lasting impact the traits which you feel are central
of your character’s daily life in the village to the identity of your character, and
prior to leaving home. Have they spent smaller dice to the traits which are a bit
their days fishing, hunting, farming, more peripheral. For example, if your
cooking, or maybe getting into trouble character’s brooding demeanor is an
in some way? These traits help establish overwhelmingly prominent aspect of
what your character is capable of, what their identity, influencing everything
they’re used to, and what they’re familiar they do and being the only thing
with. Create at least two traits reflecting remembered by strangers who meet
these experiences. them, then that trait should probably
Finally, quirks refer to your be a d12. If instead your character’s
character’s more unique characteristics. brooding-ness is barely noticeable, then
For example, since this is a magical perhaps a d4 would be most appropriate.
world, your character might have some It is important to try to assign the
sort of special ability, like having wings die sizes appropriately, because doing
or the ability to talk to animals. This is so well clarify your mental image of the
also a good opportunity to represent character, and make it easier to bring
things like hopes, disabilities, goals, or them to life. At the same time, it is also
other things that really help identify important not to agonize over getting
your character individually. Include at the die sizes exactly right. Being a little
least two traits of this type. off will hardly be noticeable, there is no
Once you have established a fleshed- winning or losing to worry about, and
out list of traits to define the essential if all else fails you can just go back and
elements of your villager, assign a die make adjustments later. Remember,
size to each trait. Each of your traits these game rules are just tools to help
gets your choice of a d4, d6, d8, d10, or you start creating stories with your
d12. Your traits don’t all have to use the friends; don’t sweat it, and be flexible as
same die size, nor do the different sizes needed.
have to be distributed evenly among Now, you’re almost done preparing
your traits. For example, you might give your villager. Pick a name, figure out
one trait a d12, give two others d8s, give any remaining details, and you’re all
another a d6, and so forth. For each trait, set! Take a moment both to introduce
write down the chosen die size next to your character to the fellow players and
the name of the trait on your character to let them each do the same. You will
sheet. be better able to tell stories together if
How do you decide what size of die you’re all reasonably familiar with the
to assign to a given trait? A good rule protagonists.
of thumb is to assign bigger dice to
10
Using the Dice
Let’s talk about what to do with
all those dice assigned to your your
character’s traits. The shared narration
of the story that you are about to create
will be interspersed with moments
when you roll dice in order to generate
narrative twists, helping you to inject
surprises into the story. These rolls will
rely heavily, but not entirely, on the traits
of the players’ characters. The following
process and example illustrate how traits
inform rolls.
Establish the parameters of the scene
that will be influenced by the dice.
Where are the characters? What sort
of situation are they in? What are they
doing, and for how long? Are there any consults their character sheet and sees
circumstances that might affect how that they have “d10” marked next to
this scene would play out? Are all of the that trait, so they set aside a d10. Other
characters involved, or only some of players also identify any helpful traits
them? For example, perhaps the scene is from their own characters and similarly
that the whole group is going to spend set aside the associated dice. These dice
the morning walking northward through are grouped together into a pool called
the forest. Sounds like a good time to the player pool.
use the dice to introduce unexpected The GM also assembles a pool of
developments on the journey! dice. This pool begins with a pair of
Once you’ve decided to inject the d8s, representing the unpredictability
unexpected into the story, the players of chance. The GM then adds other
start gathering dice associated with dice corresponding to things which
whichever of the involved characters’ may complicate the scene. This might
traits seem like they might push the include the characters’ own traits, the
scene toward positive or beneficial circumstances of the scene, or both.
events for the characters. To continue For character traits, the GM uses the
our example, perhaps someone has a type of die listed for that trait, just like
trait called “At home in nature” and they they would if the die were going in the
are therefore well suited to leading the player pool. For circumstantial dice, the
group through the forest. That player GM chooses a die size based on how
11
significant the circumstance is—almost “boon,” or a favorable development.
like assigning a trait to the scene itself. Each pair in which the complication
Examples might include inclement die shows the higher number creates a
weather, distracting noises, and so forth. “complication,” or a development that
The resulting pool of dice is called the is either negative for the players or else
complication pool. just adds a layer of complexity to the
In our forest exploration example, story. Pairs that show a tie cancel each
the GM starts with 2d8, then notices other out and are disregarded, and dice
that one of the characters has “Friend without a match are considered to be
to all creatures” as a d6. Since this could paired against a zero.
result in getting distracted too often Note that you don’t have to keep track
while traversing a magical forest, the of which dice came from which traits.
GM decides it’s a good candidate for Although it is often fun to work those
the complication pool. Additionally, the traits into the narrative when you are
very same “At home in nature” trait that interpreting the results of the dice (more
is helping a character lead the group on that in Guidance for Narration), it is
through the forest may easily result in never a requirement.
exploring parts of the forest where they The process of pairing the dice will
are the only member of the group who produce a combination of boons and
feels comfortable or safe. Therefore, complications. Players get to decide
the GM can add that trait’s d10 to the how these boons and complications
complication pool, even though it’s also manifest in the story. The player to the
represented in the player pool. It’s okay left of whoever rolled the player pool
for a trait to be in both pools at once; gets to explain the nature of whichever
just use a separate die for each. type of development was in the majority.
Once the two pools of dice are For example, if there were three boons
assembled, roll them both separately. and two complications, this player
The GM rolls the complication pool, and would describe the boons. Next, that
one of the players rolls the player pool. player says, “But!” and passes to the
(It doesn’t matter which player rolls the player on the right of the roller, who
dice, so it can be whoever would enjoy then describes whichever developments
it.) Arrange the dice into pairs. Each pair were in the minority (in this case, the
must contain one die from the player complications).
pool and one die from the complication Let’s put it all together in an example.
pool, but the arrangement of these pairs Suppose that the players want to spice
is otherwise up to the players. up their walk through the forest, so they
Each pair in which the player die assemble and roll the two pools of dice.
shows the higher number creates a The player pool produces these numbers:
12
8, 5, 5, 4, and 1. The complication pool monkey or floating down a river without
produces these numbers: 5, 3, 3, and oars; either would be lots more fun than
2. If paired together in that order, then simply saying “We spend the morning
each pair’s highest die would be from the walking through the forest.” That’s what
player pool (and the 1 could be paired the dice are there for!
against a zero, since there are more It is important to note that although
player dice than complication dice), these developments in the story tend
producing nothing but boons. And that’s to be generated in groups, they don’t
fine! have to manifest in the form of multiple
Even so, in our example, let’s say that separate details. Suppose the roll has
the players would rather include some generated three boons. While it is
complications because it would be more perfectly acceptable to describe three
interesting for them. So they pair their separate events (such as finding a lucky
1 against the 2 and their 4 against a 5, coin, spotting a rare magical bird and
producing two complications; the other seeing a rainbow at a waterfall), it is
three pairs still produce boons. Now equally acceptable to group them all
the players have three boons and two together into a single, more impactful
complications to work with. boon (such as befriending a majestic
Because there are more boons than magical creature). The same applies to
complications, the boons come first. complications.
The player to the left of the roller gets Over the course of your story, it’s
to narrate the boons. In our example, quite likely that things will happen
they decide that the group happens whose good and bad consequences
across a river which not only flows in might last beyond the moment, or even
the direction they want, but it even has beyond the current scene. For example,
a rowboat moored nearby that the party falling face-first in the mud, befriending
could use. What luck! a magical creature, and burning off your
The player describing the boons eyebrows all have the potential to impact
then says, “But!” Now, the player to the story in the future. To keep track
the right of the roller describes the of these persistent developments, you
complications. They decide that upon can write them down on the affected
further inspection, the boat turns out players’ character sheets as new traits.
to be missing its oars. Looking around, For example, a character might gain
the PCs spot a mischievous monkey “Covered in mud” as a trait, and assign
who has taken the oars and is taunting a die size based on just how thoroughly
the PCs. Now we have the beginnings coated they are. If something happens
of a new scene, in which the players in the story to resolve one of these
can choose between chasing down a conditions (like taking a bath), erase the
new trait from your sheet.
13
include the obvious helps to “ground”
Guidance for your story, which allows future surprises
Narration to have a greater effect.
For some players, freeform narration Think also about the characters in
comes as naturally as breathing. For the scene, starting with your own. If
others, a bit of structure and guidance you know what your character wants,
can help narrow down the infinite then you can imagine how they might
possibilities into something more try to move toward those goals within
manageable. This section provides a given scene, which gives you material
guidelines for helping you decide what for narration. The same goes for their
happens next, both with and without the personality or tendencies. This is why
dice. Remember, these are suggestions a good set of traits is important! Also,
to help you when you feel stuck; don’t let consider the other characters in the
them constrain you or shut you down. scene.
Let’s start by discussing the shared Although it’s not appropriate to
narration that happens when dice are narrate the actions of other people’s
not involved. There are a number of characters, understanding what makes
things to keep in mind when describing the other characters tick can help you
the action taking place in a scene. The narrate your own character (or your
initial circumstances, the goals and surroundings and external events) in
personalities of the characters, and the a way that offers something relevant
interests of you and your fellow players for other characters to respond to. For
are all great “seeds” you can use to example, if you know that one of the
inspire your contributions to the shared other characters really likes birds, you
narration of your story. can describe how your own character
spots an exotic bird and points it out to
Start by considering the the other character. This helps provide
circumstances that form the basis of the that character’s player with material for
scene. Typically, the first bit of narration their own narration, without forcing
in a scene is easy to draw out of the basic anything on them.
premise of that scene. For example, if
this is a scene in which you say goodbye Finally, think about the other players
to your family in the village, then maybe at the table. If any of your fellow
you describe those dialogues. Think of players seem like they haven’t gotten
what would flow naturally from what’s the spotlight very much—perhaps due
already established, and describe it. to being shy or simply having trouble
Don’t worry about something being thinking of what to do—consider
“too obvious.” Not everything has to narrating in a way that invites them
be a dramatic twist; taking the time to further into the game, such as by
14
asking their character for help with Even while restricting boons to the
some task or otherwise engaging them. purely positive, it can still be daunting
Remember, however, to be respectful to invent one out of nowhere. Try
of the possibility that they might prefer connecting a boon to something that
to remain in a more passive role in the was represented in the player pool.
game; that’s okay too! Reviewing what was involved in the
Additionally, if you know your fellow situation in the first place can be a great
players reasonably well, you might have way to give yourself prompts to spark
an idea of what sorts of themes or events your imagination. You don’t need to do
they would enjoy creating a story about. extra bookkeeping, but feel free to mine
If there’s something you know someone the dice for ideas.
else would like, try introducing it into Along the same lines, consider
the story so that they can run with it. making use of some element of the
Of course, you can do the same for scene’s setting when coming up with
yourself as well. Remember, this is a your boons. For example, if it’s a scene
group game, so connecting with each about crossing a woodland river, then
other is encouraged so long as everyone’s perhaps one of the PCs spotted and
boundaries are respected retrieved something shiny and fun in the
Now, let’s talk about the narration water, or capitalized on an opportunity
that comes with interpreting the results to catch a fish that will make an
of rolling the dice. Coming up with exceptionally tasty dinner that night.
interesting plot twists in the form of Of course, you can also bring entirely
“boons” and “complications” based on new things into your story for your
dice rolls is often one of the most fun boons. Perhaps a friendly magical
aspects of Journey Away. Here are some creature approaches the group and
tips for how to manifest them into fun takes a liking to one or more characters.
and engaging elements of your story. Maybe a rare and beautiful phenomenon
Boons should be solidly positive for (like the real world’s aurora borealis)
the PCs. Boons represent things going happens to occur and is witnessed by the
well, and should come across as such PCs. It could be almost anything, so if
when described. Although there’s plenty something strikes your fancy, try it out!
of fun to be had with exposing your Complications are handled in much
protagonists to difficulties, reserve those the same way as boons, but with a
elements for the complications and different goal and purpose. While boons
let the boons be the positive elements serve to offer something explicitly
which give both contrast and contextual positive to the characters, the role of
weight to whatever hardships might complications is to introduce wrinkles
arise from complications. to the story in some way. Try not to
15
think of complications as the opposite of have fun together, so make sure your
boons; they do not have to be negative complications enable that. (A useful tool
in nature. While complications are for this is called Script Change, and is
certainly allowed to manifest in the available free online at briecs.itch.io/
form of unpleasant events or painful script-change.)
consequences, there is no need to be
limited to that. Complications can also
be things which add a new layer or
Tips for Gamemasters
The Game Master, or “GM,” fills a
dimension of complexity to the story.
different role than the other players.
For example, one complication might While the players each have a character
be the discovery of a treasure map while that they lead along on a journey and
trekking toward a city. This complicates describe how they engage the world,
the story because the players have to the GM instead presents the world
decide whether to pause or abandon for the players to engage and helps fill
their current journey in favor of seeking in gaps in the story by detailing what
the treasure; disregard the map and the characters perceive or advancing
continue with their current goal and everyone to a new scene. If you are the
never know what they might have GM, then this section is for you.
found; or try to finish their current plans
As the GM, one aspect of your role
and then come back for the treasure.
is to help act out dialogues between the
Introducing new decision points and
players’ characters and the inhabitants
potential story directions absolutely
of the world. Although the players will
counts as a complication, whether it’s
do most of the narrating, sometimes a
negative or not.
scene will involve first-person dialogue
Of course, complications can be between a player’s character (called a
negative, helping to establish the “PC” for short) and someone they’ve
consequences of risky activities or met (a “non-player character,” or
giving the characters something to “NPC”). The GM pretends to be the
strive against. This might include an NPC, and acts out the dialogue with
injury, loss or damage of possessions, the player. This is a fun time to really
or dangerous encounters which must get engaged with the story and help
be resolved. Throwing in negative make some memories. It’s also a good
complications from time to time can opportunity to have fun trying out
help offer an emotional rhythm to different funny voices!
the story and enhance it overall. Just
Another one of your roles as the
remember not to involve things that
GM is a bit like that of the narrator
might touch a player’s real-world trauma
in a movie: you set up an opening
without explicit prior consent. The
scene, then you sort of “fade into the
point of this game is for everyone to
16
background” while that scene plays wonder, a theme of danger and struggle,
out, returning briefly when it’s time or motifs of intrigue and mystery.
to shift to a different scene or clarify Setting the scene includes establishing
something about the activities taking the mood, so be sure to include some of
place. Don’t worry, there’s no need to that when you’re talking to the players.
be a professional storyteller. The players The “narrator” aspect of your role as
are your friends in this endeavor. Talk GM includes deciding when to wrap up
with them to find out what you need to the current scene and move forward to
describe, and over time it will begin to the next. This is pretty subjective, and
come more easily to you. doesn’t have a step-by-step process to go
In the meantime, try to make sure through. Fortunately, if you accidentally
that your scene setups include the wrap up a scene too quickly, the players
following elements, and you’ll be off to can ask you to wait; there’s nothing
a good start. First, where is everyone? wrong with that. Likewise, if the players
Start by establishing the group’s location. feel “done” before you wrap it up, they
Describe their surroundings, the things can just say so. Open communication
they can see, hear, smell, or feel around is key, and practice will make things go
them. smoother as you keep playing. Also try
Second, give some context. Why are asking players for feedback during the
the characters in this scene? For the game, in case they don’t realize it’s okay
first scene, this is already established for them to speak up.
(everyone has decided to leave home on Sometimes, it will come time to wrap
a journey of exploration), so you don’t up a scene and move on, but nothing
have to invent anything. All you have about the current scene has produced
to do is mention it, bringing it to the any sort of consequences that seem to
forefront of the players’ minds as you set fuel the premise of the next scene. This
things up. For later scenes, you can give is why it’s a good idea to read up on the
context by summing up the events or details of the world in which your story
actions that directly led to this scene, or is taking place, presented in the next
by narrating a time lapse of activity that chapter. The setting information is full
happened between the last scene and of information that can inspire potential
this one, if appropriate. scenes or entire story themes!
Third, sum up what this scene is The world of Journey Away is vast,
about. You don’t have to restrict yourself but is also meant to be shaped by the
to only being the eyes and ears of the imagination of you and your fellow
characters; you can also speak frankly players. Therefore, rather than describe
about the nature of the situation. You the world in great detail only to have
can describe a sense of possibility and most of it either be altered by your
17
own unique narrative or simply never bumping into the boundaries too easily.
come up at all, this chapter provides an Essentially, think of the material as a
overview of the region in which your framework within which you can lay the
journey begins. Enough detail to help foundations of your stories, supporting
put an image of the world in your mind them until you have built them up
and provide elements which you may enough that they can stand on their own
decide to include in the stories you tell and create whatever new realms suit you.
together. At the same time, it will be
kept broad enough that you have room
to develop your own stories without

18
Chapter 3: The World of
Adhara
It is unclear why magic suddenly
A World of Magic became a part of the world, but people
Journey Away takes place in a world are beginning to get used to some
infused with magic, but it was not of its more common manifestations.
always so. Rather, magic only emerged Many plants look different, with
in the world about two generations ago, changes ranging from altered leaf
though no one knows exactly when. shape to dramatic bioluminescence.
It took years for people’s perceptions Some entirely new plants developed,
to move from thinking they were while others have changed not just in
hearing increasingly frequent tall tales appearance, but in their properties,
to realizing that the supernatural was gaining or losing value as sources of
indisputably real. food, medicine, building materials, and
so forth.

19
Animals have been affected as well. The Inner Plains
Much like with plants, many animals
are altered in cosmetic ways, such as The region in which your journey
different fur patterns, while others will begin is called the Inner Plains, so
gained new abilities, like teleporting or named due to being “inside” an area
breathing fire. New species have arisen, surrounded by the semi-circular range
the most common of which are hybrid of mountains which form its edges.
creatures that seem to be the result These mountains form borders to the
of magic somehow merging existing north, south, and east, while the western
creatures together. For example, the edge of the plains meet the sea.
griffon appears to be a merging of an Although there are only a few major
eagle and a lion, and was first spotted cities on or near the Inner Plains, there
after the arrival of magic in the world. are many homesteads, farming villages,
Humans are altered as well. Hair, and small townships scattered across
skin, and eyes now come in every color the region. Eastward winds bring rain
of the rainbow, although the original inland from the sea, which combine
tones are still the most common—for with fertile soil to make much of the
now. Some people are born with unusual region great for farming.
features, such as pointed ears or pupil-
less eyes, and it’s becoming more and The Horseshoe Mountains
more common to meet someone with The semicircle of mountains
animal-like features, such as a tail, furry which forms the northern, southern
ears, horns, and so forth. and eastern borders of the Inner
Additionally, many humans have Plains region is called the Horseshoe
the ability to utilize magic in a more Mountains. These mountains are tallest
immediate and controlled manner. in the east, and gradually taper down
Referred to as spellcasting, some people toward the west. Few passes exist for
have learned to focus their will to draw crossing the mountains, the most
magical energy from the world around notable being in the north where the city
them to produce dramatic effects. It’s of Idacora rests. The mountains dwindle
not yet been worked out exactly how to mere hills at their northwest extreme,
spellcasting really works, so usually any making passage far easier by the coast.
given user of magic only knows how to Due to the limited ability to cross
do one or two things. These are normally the Horseshoe Mountains, the Inner
stumbled upon at some point in their Plains region is somewhat isolated from
lives and then practiced until they got the surrounding continent. Daring
the hang of it. individuals could theoretically cross the
mountains anywhere, but any significant
procession would have to use one of the
20
few passes, and anything bigger than The forest to the north of Iris Valley
that would have to cross near the coast is vast, and villagers’ knowledge of it
at the northwest end of the range. generally does not extend beyond the
Other than Idacora, there are no distance ventured for basic hunting.
major settlements integrated into the The depths of the woods are a mystery,
Horseshoe Mountains. Even so, there are although there are tales of some sort
small numbers of scattered homesteads of guardian creature, very much
(typically near a mountain stream resembling a human-sized feline whose
or other water source) where a small form looks as though it’s made of black
number of families eke out a quiet living shadows. According to stories, she stalks
far from civilization. The rest of the the woods and warns any travelers to
mountain range is wilderness, full of all be respectful of the forest, lest she take
manner of bizarre and magical creatures them to the “cave of consequences” for
you may wish to encounter. retribution.
Despite her formidable appearance,
Iris Valley however, several people have been
The village from which you start your aided by the dark cat (who calls herself
journey is called Iris Valley, and rests in “Peebles”) when they found themselves
a river valley on the edge of the southern lost, injured, or hungry. No one has ever
arm of the Horseshoe Mountains. The found the “cave of consequences,” and
land there is bountiful, with ample some question whether it even exists.
sources of fish and game as well as some Idacora
beautiful orchards and plenty of wild
Almost directly north of Iris Valley
vegetables and lumber available in the
on the opposite side of the Inner Plains
woods to the north. This results in the
is Idacora, a walled city is situated on
village being quite self-sufficient for
one end of the largest pass through
the most part, needing little more than
the Horseshoe Mountains. Due to
metal tools brought in from the outside.
their control of the main point of
Because Iris Valley straddles the entry, Idacora is a major hub for trade
line between mountains to the south with most of the inland portions of
and a thick forest to the north, travel the continent; only northern coastal
in and out of the village is uncommon regions have another viable path for
and would be difficult to engage in on a transporting goods into and out of the
regular basis. This, combined with the Inner Plains.
lack of much need for outside materials,
In addition to its profitable
is the reason that the PCs’ lives have
location, Idacora also benefits from
been so isolated prior to their decision
a strong mining infrastructure in
to leave home.
the surrounding mountains, making
21
them the foundation of the region’s Akorelia
metalworking industry. The city also has
enough viable farmland to provide for Akorelia is the only settlement in the
some of its own food and material needs, Inner Plains that could legitimately be
but must supplement its production with called a farming city. While the Inner
imports from elsewhere in the region. Plains are littered with agricultural
settlements ranging in size from single
On a less practical note, Idacora is homesteads to minor townships,
near some beautiful mountain scenery, Akorelia bucks the trend by being
the most notable of which is a rocky agriculturally-focused while still being
overlook above a mountain stream, as big as cities like Idacora and Altonea.
known locally as Hummingbird Point.
It is lush with trees and flowers in the Positioned at the joining of the
springtime, and those wealthy enough to two biggest rivers in the Inner Plains,
afford recreational travel often visit for Akorelia exports crop seeds to other
romantic events such as proposals and farming settlements in the region.
honeymoons. Additionally, since the land near the
coast is a bit less fertile than the area
further inland, Akorelia is also the
primary source of vegetables, fruits, and
grain for the coastal city of Altonea.
Due in large part to the abundant
access to foodstuffs, Akorelia also has a
local reputation as a culinary hot spot.
Myriad cuisines are prepared, practiced,
and perfected within the city. Sometimes
aspiring chefs even move there to be
trained by Katelyn Karsing, a master
chef who got her start in a humble
butchery, before moving elsewhere to
practice their craft. The attachment of
her name is enough to make people
want to give your food a chance.

Altonea
Situated on the portion of coastline
where harboring is least disrupted by
underwater rocks, reefs, and dangerous
currents, Altonea is the only major
coastal city connected to the Inner
22
Plains. As such, it is the region’s primary flora and fauna common to the whole
point of contact for trade from far-off region (and, presumably, the world).
lands, as well as for any neighbors to the The swamp itself moves, in strange and
north who might decide to plot their unpredictable ways. For example, the
merchant routes along the coast instead water might suddenly move away from a
of through the northern mountain pass given spot, leaving a large area of muddy
to Idacora. but exposed ground, only to be flooded
Although Altonea has a strong fishing again later. Other times, large objects
industry of its own, it is mostly known like boulders or fallen trees rise into air,
as the region’s primary supplier of exotic sometimes hovering in place or drifting
wares, ranging from foreign fashions to to other parts of the swamp. There
bizarre souvenirs. Should you decide seems to be no rhyme or reason to these
that your journey will cross the sea occurrences. They occur at random, and
to distant shores, Altonea will also be can last anywhere from mere moments
your best bet for finding passage on a to months or even years.
departing vessel. Even so, be warned: According to rumor, there lives a
the open sea can sometimes be home to magical creature in the Kinetic Swamp
pirates, including the infamous “Scarlet resembling a large lizard, some 30 feet
Fisher” (a moniker she took on because
it was more intimidating than her real
name, Meloralinde Summerbell), who
has been prowling the seas to the west
for many years.

The Kinetic Swamp


At the eastern edge of the Inner
Plains, where rainclouds coming in from
the sea are blocked by the Horseshoe
Mountains and drop most of their
remaining moisture, there is a massive
swamp running north to south along the
edge of the mountains. Its original name
is all but forgotten among the current
generation, as it has earned itself a new
moniker: the Kinetic Swamp.
The emergence of magic into the
world has affected this swamp in
strange ways, beyond the alteration of
23
from nose to tail, with two separate Beyond the Horizon
necks and heads. As the rumor goes,
this creature is intelligent, and goes The world of Adhara is vast, and
by three different names: the left head the Inner Plains and the Horseshoe
goes by Lee, the right head goes by Eel, Mountains represent only a single local
and when referring to themselves as a region. What lies beyond its boundaries?
single entity they use the name Argenti. That’s up to you and your fellow players!
Lee and Eel allegedly bicker a lot, but As you create your story, you can also
Argenti considers it their mission to create the world that you explore. In fact,
protect the Kinetic Swamp from anyone you’re not even required to adhere to
who might harm or despoil it, and both the overview you’ve just read; feel free to
persons are able to work together toward change, alter, invent, or omit any aspect
that cause. of the world for use in the creation of
your own stories with your friends.
In fact, you can even make it different
each time you play! After having played
through a story of meeting people all
across the Inner Plains, perhaps you
play again and decide that the plains are
replaced by a vast desert that you must
cross to reach magical treasures on the
other side. It’s up to you!
So grab some friends, grab some dice,
and begin your own journey of magic
and wonder!

24
Journey Away
Name

Persona Character Portrait

Tendencies

Experiences

Quirks

Background & Notes

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