A West Marches, OSR-style campaign set in the Nhaama DesertKnave 2e | Lore-focused, low-powered characters | Dark, gritty themes

A whipping, furious sandstorm assailed the Nhaama Desert for days, announcing itself as the most catastrophic of recent history. Many gers caved in beneath the hissing dusts, and no few unlucky Xaela and their herds were buried alive by raining sands. The nomads of the desert widely considered it an ill portent conveying Nhaama's fury. When the storms subsided, scouts of many tribes reported seeing a new monument hidden betwixt the shifting dunes, like an unbelievable mirage.Investigations discovered a deeply buried tomb. And it was not any mere forgotten tomb. It was a labyrinth that spurned the normal laws of sane men. Reckless explorers found it to be a mystical death trap, full of khun chuluu, vivid hallucinations, and angry spirits. A few found unimaginable treasures. Rumours spread. Some survivors claimed that it was the legendary tomb of Erkhemzhargal— a man whose tribe was predecessor of the Uyagir, a khan of unparalleled conquest and hedonism, who did whatever his heart desired sans shame or remorse— who once claimed to have discovered ways of immortality prior to his downfall.The location of Erkhemzhargal's grave long remained a mystery of great interest to many. Old legends stated his funeral procession was performed with incredible secrecy; to hide the route, the khan's loyal soldiers killed anyone they came across, and then to conceal all traces, they rode more than a thousand horses atop the buried tomb, planted forests above it, then finally, massacred everyone involved before committing suicide. Thus, Erkhemzhargal's resting place would be unknown for all time, or so the stories claimed. The fabled site of the infamous khan became known as Ikh Khorig— which translates into the common tongue as Great Taboo.It is with the belief that the newly-unearthed crypt may indeed be the Ikh Khorig that an inter-tribal alliance of treasure seekers, archaeologists, and explorers has formed. They have put out the call for any who might aid them in discovering the truth of what lies within Nhaama's treacherous dunes, far within the tomb's depths. And if it is true— should the tomb be the fabled, ancient Ikh Khorig— then their goal changes to reaching the main burial chamber of Erkhemzhargal, with all its treasures.Will you brave this Deep Dungeon of the Steppe?
Or will you flee and scatter like sand in the wind?
rule one.
Be kind and respectful towards your fellow players. Treat others how you would like to be treated. Don’t behave like an entitled dickhead. People who demonstrate a need to be constantly present at the centre of attention, or have embarrassing angry meltdowns and ruin everyone else’s fun when their character experiences failure, will not be welcomed. This is a roleplay group, not your babysitter.rule two.
Roleplayers and their character(s) must be 20+ years old to join. No kids or teens.rule three.
This group is LGBTQIA+ and POC friendly. Conservative, racist, bigoted attitudes are not welcome. These views may be explored ICly, but should not reflect your real life viewpoints.rule four.
Observe basic roleplay etiquette. No godmodding or powergaming. View characters as separate entities from their roleplayers. Don't spoil things that happen in the story past the free trial. If you're unsure of common roleplay etiquette, here is a resource.rule five.
Your character must fit the campaign setting. Characters must not detract from the consistency of the established, canon lore. This group is fairly strict about adhering to the FFXIV lore, with room for custom tribes, abilities, and factions that are average in power-level. The precise guidelines are detailed below.
rule six.
It is your responsibility to respond maturely if something is making you uncomfortable or unhappy. Communicate your boundaries. Let your RP partners know if there are any topics you do not want to write during your sessions. Note that this RP campaign features dark and gritty themes, so if you are sensitive to such things, then this is simply not the right community for you. Those who are disruptive to others' roleplay and fun will be removed from the group.rule seven.
You must have the ability to not take everything you see on the screen literally, especially if the GM has not described it as present in the scene. For example, just because it starts raining in-game, or we use an Eorzean location as a scene backdrop, does not mean those are the reality of the roleplay. Unless described by the GM, don't treat mobs or NPCs you see as if they're present.rule eight.
Familiarize yourself with the free trial limitations, especially those that affect roleplay. Free trial characters can't send Tells, trade, party invite, use the Market Board, join FCs, PVP, make PFs, or send out friend requests.rule nine.
Those inactive in the group for more than four months will be removed. Exceptions can be made if one requests a hiatus.rule ten.
Avoid distractions while mid-RP. It's disrespectful and will cause players to lose immersion in the story. Also, spend some time learning the rules on your own so the game doesn’t end up disrupted for explanations of basic rules.
Character Guidelines.o Characters must be of a common, canon Spoken race.o Characters must have low to medium-low power levels, comparable to the various side NPCs in the world, rather than the Warrior of Light or Scions.o Custom tribes and settlements that feel similar to what we see in the game and are ordinary (low-power/politically average) are allowed. Similarly, custom familiars, egi, spells, or abilities are fine when not overpowered. Custom or “headcanon” lore for canon tribes that might cause story conflict with other characters of the same tribe will not be accepted.o Characters should not have significant story ties to major NPCs. It is acceptable to have some familiarity with those of the same tribe.o Characters should be named according to their heritage’s naming conventions or provide a believable reason for their name falling outside those norms.o Characters should demonstrate an understanding that gameplay mechanics don't equal lore. Things like job stones, fantasia, frequent teleporting, etc.o Characters linked to race-fetishizing, trans-fetishizing, or intersex-fetishizing are not welcome. This includes those labelled f+, or carelessly described using racist terminology such as "primitive", "savage", "exotic", etc.o Characters will be rejected if they use mods that alter their aesthetic from vanilla. A few minor exceptions are permitted, as described in the application. Changes that differ from vanilla should have a believable explanation. (Clashing aesthetics = immersion-breaking.)o Characters that contradict species height standards established by the lore will be considered lore breaking and rejected. Example: Males of the Olkund tribe are selectively bred giants and considered unusually tall for Au Ra at “over two and a half yalms on average”, which is 7’6”/229cm, higher than the character creator’s maximum Au Ra height of 7’1”/216cm.o Gratuitous use of modern tech is not very compatible with the vibe of this campaign. Your character should not be whipping out their “tomephone”.Final Word.By joining the Expedition, you agree to uphold these Community Rules as part of your association. Individuals and character concepts that clash with these guidelines will be excluded.
West Marches and OSR mindset.West Marches style roleplay is defined by these concepts:1. There is no regular, scheduled weekly time. Every session is arranged by the players according to their availability. Players organize their own adventuring party and contact an available GM. The party provides the session time, and their desired expedition plans.Example: “I’ve got Sokhatai, Tamachag, and Bob here. We want to go explore the Chamber of Courage. Does next Thursday around 8pm EST work for you, GM?”2. There is no static party. Each game may feature different players drawn from a shifting pool of around 10-20 players per GM. (For this campaign, parties may be between 3-7 players.)3. There is no linear plot. The players decide where to go and what to do. It's a sandbox game. No pre-planned plot, just an overarching environment. The plot builds up slowly over time, as numerous groups' discoveries connect to one another.4. Most game sessions should strive to begin and end at the same home base. This way sessions can be entirely self-contained and parties don't get stuck.5. Players are encouraged to write up session reports and distribute them to each other. The same treasure cannot be gained by two different groups, so the second group that wanted to try needs to know if the first group succeeded in their efforts or not. New quest hooks can be added to a rumour board for others at the Settlement. Adventuring parties may compete with one another, racing to explore new areas or hooks and claim treasure first.This campaign follows an Old School Reniassance game mindset.OSR games are meant to emulate older, simpler styles of D&D. This is not D&D 5e. Do not expect D&D 5e. Instead, expect Knave 2e. Because we're playing Knave 2e. We are all Final Fantasy hobos running around in a hell maze searching for lizard treasure.Knave 2e is highly lethal— low level characters can die a lot. That’s OSR. Players should not expect to play out high fantasy heroics. Failures and party wipes should be expected. However! Most failures can be overcome with time, tenacity, and smart plans.OSR gameplay implications:It's about roleplaying skill, not character abilities. You don’t have a “lie” skill to let you automatically fool a suspicious guardsman. You have to tell the GM how you’re looking for traps and what levers you’re pulling. You don't roll on your "gather information" skill; instead, you gather information. You have your character actually talk to NPCs, pay NPCs to do research, or go from place to place looking for clues. Wrong decisions can easily become lethal for characters and satisfying endings aren't guaranteed.EXP is for treasure brought back to base instead of enemies killed, meaning you don't necessarily have to kill enemies to get rewarded. Fighting is risky!Campaign Types.Expedition Story Quests ( ESQ ) - Dangerous roleplay that takes place within the tomb itself, full of deathtraps and foes. This is where treasures can be found and most levels will be earned.Settlement Story Quests ( SSQ ) - Adventurous roleplay that takes place within the Expedition's own base camp Settlement or the surrounding Nhaama Desert. Danger is below average. Example: defending the Settlement from bandits.Downtime Roleplay - Low-stakes Settlement roleplay that takes place with no danger or threats, set in-between Story Quests. No experience can be gained from downtime. Example: cooking soup.Only certain characters have clearance to wield the Auracite necessary for opening the gateways inside the tomb; these are the characters of the GMs, who are a required presence for each Expedition.Knave 2e System and Mechanics.Below is a curated "player handout" of the Knave 2e rules that this campaign will be using. If you're having difficulty viewing, or would prefer a PDF, you may alternatively view the rules here.
Expeditioner Ranks.This is a ranking system separate from your character's level, to reflect your participation and experience with the group. Those favouring slice of life or nondangerous RP can gain these ranks.Tier 1 – Hireling
3 sessions ->
Tier 2 – Trailblazer
7 sessions ->
Tier 3 – Frontiersman
12 sessions ->
Tier 4 – Excavator
20 sessions ->
Tier 5 – VeteranIf a player gets notably ahead of others, they will be encouraged to gather groups of lower-rank characters to mentor.Players with sufficient rank are highly encouraged to consider GMing an SSQ. If they like it, they can apply for a full GM role. More GMs means more diversity and story variety for us to enjoy!Setting Religion.Shrines to Azim and Nhaama will be featured mid-dungeon for assistance curing poison/curses/disease/death/petrification, if one makes a sufficient offering to them. Religious characters may also receive blessings, relics, or make oaths at shrines.Various nameless or named centuries-old Elder God shrines may also be featured as a sort of "neutral" religious faction.Characters do not have to worship any Steppe god to gain favour, nor will being an avid believer automatically confer blessings.Your character may earn faction points with Radiant/Sun or Shadow/Moon, or both (earning Eclipsed at higher points), depending upon actions taken during the campaign. This will impact interactions with shrines and various dungeon features. Similar to gathering Aetherpool, the faction points go up to +99.House Rules.Below are select add-on rules in place for this campaign beyond those described in the vanilla Knave 2e system, primarily designed to make things more fun. If you're having difficulty viewing, or would prefer a PDF, you may alternatively view the rules here.
(Before rolling your eyes...half of this is just a list of Feats.)
Keyword Themes: West Marches, OSR, Knave 2e, low to medium-low powered characters, player-driven sessions, sandbox campaign, megadungeon, flexible party compositions, one-shots, harsh desert climate, mature and dark themes, horror, gritty, mystery, tomb raiding, treasure hunting, archaeology, deep dungeon, maze, survival, traps, violence, gore, kidnapping, slavery, deadly but no permadeath, undead, spirits and ghosts, immortality, cults, pictomancy, religion, Azim vs Nhaama, radiant vs shadow instead of good vs evil alignment, Elder Gods, exploration guild, home base building and customization, levelling systems, Xaela lore, combat participation optional, slice of life, treasure maps, rumour boards, low-tech, designed for 3-7 players per session.
rent.Rent: Select items only, with a “you break, you buy” policy in place. 10% or 20% of purchase price/week, depending on item.
buy.Buy: Shop supplies are limited. Anything not listed here (or out of stock) will have to be commissioned by putting in a special request order, and it may take a while to be fulfilled depending on what it is.
sell.Sell: Select items only. Note that you will receive coins, not gil, unless you wish to haggle for gil— this is foreign currency!
the shop.
Light Sources
Oil (3 Flasks) - 1 c
Torch - 2 c
Lantern - 12 c
Tallow Candles (8) - 1 c
Tinderbox - 15 c--------Climbing Gear
Block and Tackle - 90 c
Climber's Kit - 300 c
Crowbar - 22 c
Hammer - 30 c
Sledgehammer - 50 c
Shovel - 25 c
Miner's Pick - 50 c
Iron Spikes (10) - 15 c
Rope - 13 c
Ladder (Rope, Wooden) - 20 c, 30 c
Grappling Hook - 26 c--------Chemical Goods
Antitoxin - 65 c
Sunscreen - 2 c
Insect Repellent (Incense, Greasy Salve) - 1 c
Perfume Vial - 39 c
Soap (2) - 1 c
Glue - 3 c--------Food & Drink
Mess Kit - 8 c
Cook’s Utensils - 110 c
Rations (1 day) - 3 c
Possible contents:
- Dried Dzo Meat
- Mutton
- Horse Sausage
- Goat Cheese
- Camel Cheese Curds
- Bread
- Dried Noodles
- Rice
- Millet
- Onions
- Garlic
- Seabuckthorn Berries
- Azim Strawberries
- Blueberries
- Black Currants
- Cherries
- Apricot
- Crab Apples
- Chickpeas
- Fava Beans
- Radish
- Winter Melon
- Pine Nuts
- Walnuts
- Hazelnuts
- Mushrooms
Waterskin - 8 c
Possible contents:
- Water
- Fermented Horse Milk
- Berry Juice
- Green Tea
Jug - 7 c
Bag of Flour - 3 c
Spices and Herbs - 17 c
Rock Salt (Whole, Fine) - 6 c, 10 c--------
Simple Weaponry
Arrows (20) - 3 c
Quiver - 4 c
Blowgun - 14 c
Darts (10) - 1 c
Magic Darts (5) - 250 c
Firesand (Six Onzes) - 30 c
Slingshot - 13 c
Iron Marbles (20) - 1 c
Magic Marbles (5) - 350 c
Whip - 10 c
Wooden Staff - 96 c
Wooden Wand - 35 c
Wooden Club - 105 c
Wooden Bow - 180 c--------Metalworks
Lock & Key - 22 c
Lockpicking Tools - 55 c
Manacles - 6 c
Hunting Trap - 36 c
Caltrops - 20 c
Greataxe - 125 c
Handaxe - 47 c
Saber - 70 c
Mace - 54 c
Greatsword - 170 c
Iron Knuckles - 24 c
Spear - 100 c
Slingspear/Javelin - 90 c
Dagger - 30 c
Crossbow - 235 c
War Fan - 34 c
Iron Staff - 32 c
Shield - 90 c
Helmet - 120 c
Mail Shirt - 275 c
Breastplate - 650 c
Arm Plate - 540 c
Leg Plate - 525 c--------Sundries
Paper Sheets (4) - 1 c
Sealing Wax - 3 c
Ink Bottle - 2 c
Yol Quill Pens (3) - 1 c
Calligraphy Brush - 2 c
Multicolour Dyes - 14 c
Blank Book - 90 c
Chalk (10 Pieces) - 1 c
Pole (10-fulm) - 3 c
Whistle - 2 c
Haircomb - 4 c
Magnifying Glass - 65 c
Mirror - 10 c
Glass Vials (2) - 1 c
Glass Bottle - 2 c--------Miscellaneous Containers
Barrel - 92 c
Bucket - 23 c
Backpack - 31 c
Coinpurse - 7 c
Scroll Case - 18 c--------
tip: Don't see what you need? Write an IC commission request. Many things are hard to get out in the middle of the desert.
Woven Goods
Bedroll and Pillow - 8 c
Tent (Two-person, Three-person) - 120 c, 190 c
Large Tent (Four-person, Eight-person) - 270 c, 400 c
Sheep Wool Blanket - 5 c
Simple Clothes (Shirt, Pants, Robe) - 20 c
Hat - 11 c
Scarf - 8 c
Undyed Linen Wrappings - 3 c
Net - 15 c
Gambeson - 80 c--------Elemental Items
Prism Oil (Fire, Water, Wind, Ice, Earth, Lightning) - 150 c
Magia Powder (Fire, Water, Wind, Ice, Earth, Lightning) - 150 c
Elemental Shard Bomb (Fire, Water, Wind, Ice, Earth, Lightning) - 350 c
base camp instalments and upgrades.Players may opt to spend coins they've earned throughout their adventures on upgrading the Expedition's base camp Settlement. These are constructions that positively impact every player by increasing Expedition resources as well as roleplay opportunities.Settlement Level: 1
Settlement Exp: - / 1,500,000
| Animal Pen: | - / 75,000 c |
| Bank: | - / 50,000 c |
| Bathhouse/Spa: | - /250,000 c |
| Bed Rolls -> Inn: | - / 100,000 c |
| Cesspit Latrine -> Lavatory: | - / 125,000 c |
| Chirurgeons & Infirmary: | - / 100,000 c |
| Cook Pit -> Kitchen: | - / 50,000 c |
| Greenhouse: | - / 175,000 c |
| Item Shop -> Forge & Shop: | - / 100,000 c |
| Jail: | - / 50,000 c |
| Magic Laboratory: | - / 150,000 c |
| Protective Fences: | - / 50,000 c |
| Rumour Board -> Tavern & Rumour Board: | - / 100,000 c |
| Shrines: | - / 75,000 c |
| Watch Tower: | - / 50,000 c |

Ishgen Qerel / an anthropologist of Sharlayan birth who studies Xaela cultures. Head of Expedition efforts. Hopes to develop the campaign into his Archon thesis. Manager of all Auracite. Wears a real Lupin's head.
Party Role: GM PC, Tank.

Zolboo Yarulan / a shaman's apprentice who desires succor for his desert-dwelling tribe. Lives by the Yarulan vow of silence, and was amongst the first to find the Tomb. An enigma. Practices cannibalism from time to time.
Party Role: GM PC, Healer.

Odkhuu Goro / a young Yanxian fellow seeking to promote his family's wares. Helps manage the item shop. Dim-witted, longs to adventure; he will run flamboyantly into traps, so perhaps it's better he just run the store.
Party Role: GM PC, Melee DPS.

Emee Torgud / also known as “Granny”. an elderly nudist who cooks for the Expedition. Exiled by the Torgud; has been with the Urumet since. A necromancer. Few know her real name. Curious to see what the Expedition uncovers.
Party Role: GM PC, Magic DPS.
Players decide which GM PC to take with them on each adventure.Page is a WIP. More to come later! 0_0
some final things to consider...If concerned about a character’s lore-bendy elements or modded aesthetics, you are welcome to adjust your character or make a new character to fit in with the group's expectations.While this is by no means definitive, protagonists are likely to be:- Steppe Xaela seeking fortune, glory, advantage, or redemption
- Researchers or historians with Azim Steppe interests
- Archaeologists
- Treasure hunters
- Antiquarians
- Deep dungeon delvers
- People interested in ghosts, undead, golemancy, or pictomancy magicks
- Diehard Erkhemzhargal conspiracy theorists
- Travelling merchants or labourers
- Brave Othardian fellows with too much time on their hands
- Other fortune-seeking, risk-taking adventurers unafraid of the Nhaama Desert's harsh hot and cold environmentHave a solid reason for your character to join the Expedition. They should match the setting and tone of the campaign.If your character does not speak any Old Auri/Xaelic, they will have a tough time understanding a lot of what’s going on, but they can take lessons and learn it over time as character development.That being said, if you're wanting deep character development, that is something YOU will have to help put effort towards.At the moment, this group is not associated with any FC, and does not have a house. However, with sufficient interest, FC formation and acquiring a house on Kraken [Dynamis] may be arranged.Managed to get through reading everything? Still interested?