Secrets of the Mesa is a world with four major peoples separated by immense natural barriers, a sort of crossroads has been re-discovered. A huge Mesa, high up in the mountains among the clouds is waiting, rich, mysterious, and unsettled. Any of the four nations would benefit greatly by settling the Mesa, having trading access to the rest of the world.
Finding a way onto the Mesa was not easy, but someone did it. Rather than opening the way for one homeland to settle the new land, the discoverers formed a company and set the terms under which all four nations could take part in a settlement expedition. The terms were essentially: equal representation, settlement run by the Expedition, no interference, and all to benefit.
The Secrets of the Mesa campaign will follow the story of the settlement. The challenge to our heroes is for the Community to survive and to uncover the secrets of the Mesa. Remember; they would not be called Heroes if the odds were not stacked against them.
- There is no domesticated horse, chariot, highway, or pony express.
- Horses are small and wild creatures. Think goat.
- There is no bourgeois middle class to spur education.
- There is no known deep sea navy anywhere.
- There is no printing press.
- There is no feudalism; knights, peasant class, serfs.
- There are no emperors, though there have been.
- Books are handwritten and rare. Think scrolls.
- Literacy is widespread purely for game convenience.
- Personal Reputation means everything.
- There is no welfare, social security, no charitable organizations. If you cannot fend for yourself, you starve. Wanton criminals have no crowd to disappear into. People see them, know them, throw them out into the wilds to die. No shelter or a person to watch over you while you sleep means death. Only crazies and monsters live out in the wild. For this reason Outlaws band together into camps. So, those that want to stay inside a town need to keep a good reputation with enough people that remain welcome.
- Relying on community so much, people find ways to coexist despite stress and conflict, especially on the frontier. If a heated dispute comes to a head, a killing may happen, but a killing is not the same as a murder. Murderers are usually ejected immediately by the mob or avenged by a family member or friend of the murdered person.