Gorean Adventures 06 - The Green Island (PDF)

Gorean Adventures 06 - The Green Island (PDF)

£2.99
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Gorean Adventures 06 - The Green Island (PDF)

Gorean Adventures 06 - The Green Island (PDF)

£2.99
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BEYOND THE HORIZON LIES A CITY THAT SHOULD NOT EXIST

The Green Island is a myth—a lost place somewhere across the Thassa, spoken of in sailors’ tales, half-remembered rumours and the sort of stories sensible people dismiss until somebody produces a map.

A rebellious inventor believes it is real.

His devices may make the journey possible, but technological innovation is a dangerous business on Gor. The Priest-Kings carefully control the limits of Gorean civilisation, and those who push too far beyond those limits risk attracting the attention of powers best left undisturbed.

Still, there is an island to find, a lost city to explore and a sea full of pirates standing between the adventurers and whatever waits beyond the horizon.

What could possibly go wrong?

Gorean Adventures 06: The Green Island is an adventure and setting supplement for Tales of Gor, taking the player characters away from the familiar intrigues of Civilised Gor and out across the vast waters of the Thassa.

Joining forces with a rebellious inventor, the characters embark upon a quest for a mythical island and its lost city. Their journey carries them into waters haunted by pirates, beyond the comfortable reach of Gorean authority and towards discoveries hidden beneath the waves.

AN EXPEDITION INTO THE UNKNOWN

The Green Island offers a change of pace from the courts, cities and political schemes of Civilised Gor.

This is an adventure of exploration, invention and maritime danger, in which the characters must contend with:

  • A rebellious inventor and his potentially forbidden creations

  • A quest for a legendary island and lost city

  • The possibility of attracting the displeasure of the Priest-Kings

  • Pirates plying their trade across the Thassa

  • Perils and discoveries beneath the sea

  • A journey far from the laws and intrigues of Civilised Gor

The characters may be motivated by wealth, curiosity, loyalty, ambition or the simple conviction that allowing an eccentric inventor to sail into danger without supervision would be irresponsible.

Whatever their reasons, the expedition carries them beyond reliable maps and familiar politics. Out upon the Thassa, authority is measured in ships, steel and the willingness to use them.

THE FARTHER ISLE

Alongside the adventure, this supplement provides information on a non-canonical Farther Isle for use in your own Tales of Gor campaign.

The island can become:

  • A base of operations for the player characters

  • A distant refuge from the authorities of Civilised Gor

  • A staging point for voyages across the Thassa

  • A home for explorers, exiles or outlaws

  • The foundation for further maritime adventures

  • A mysterious new region to develop as your campaign demands

Use the Farther Isle as presented, expand it into the centre of an ongoing campaign or plunder it for ideas, locations and complications of your own.

FOR TALES OF GOR

Gorean Adventures 06: The Green Island is designed for use with Tales of Gor: Gorean Roleplaying.

The core rules are available here:

https://post-mort.com/products/tales-of-gor-gorean-roleplaying

The charts end at the horizon.

The inventor refuses to turn back.

The pirates have already seen your sails.

And somewhere beneath the green island, a lost city is waiting.

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