| Michael Duggan 2005-03-27, 5:57 pm |
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NICK NIGHTSEEDąS AWFUL UNDERTAKING
Moderator: Mic Duggan
It's going to be a bit different in configuration. Slightly smaller in
size (fewer players--something closer to 15-20 instead of the usual 30),
with several of them taking up positions as guilds and churches instead of
countries (unless nobody wants that, in which case that part will be less
likely). This idea will actually put several players essentially living in
the same country (one player to run a government, others running guilds or
churches, etc). Goals will be a bit varied, with more inter-dependent
alliances between government and non-government players happening. I've got
something like that happening in Dark Legacy, with a few players running a
couple of guilds and a couple of churches, and it's working rather well.
That said, if nobody wants to play a guild, then no sweat. We'll run it
the more normal way.
You can find the supplement at this link:
http://www.alandane.com/modules.php...showpage&pid=20
THE STORYLINE...
There was this awful Necromancer who came along and turned most of the human
kingdoms into undead zombies. His power was so great that probably 80% of
humanity fell under his evil spell, which operates suspiciously like 'Night
of the Living Dead'. Only a few human kingdoms on islands managed to avoid
it, and they've sort of closed off their borders. At the same time, the
elves and goblins wound up forming a vast alliance just to stay alive
against the undead. They are highly anti-human (as are most of the
nonhumans by this point--not out of any especial hatred of humans, per se,
but more because it's become obvious that humans are vulnerable to the spell
and if you give them sanctuary, they will eventually turn into zombies and
eat you). The game begins when after many years, the Necromancer seems to
have vanished from the scene. Undead are still hanging out in the many
ruined cities, towns, and villages that were at one time human kingdoms.
The players would most likely be non-human (maybe one or two human kingdoms
on islands--the map I've made is arranged so that there's a lovely stripe of
water running down the center of it full of islands). At the time of turn
0, the danger seems to be over, and everyone is basically trying to figure
out things like, "how do we get rid of all of these extra undead?", "Is
there a lot of wealth in those ruined kingdoms?", and "Do I really want to
stay allied to the goblins?"
It's a dark picture, yes. But there's still tons of room for lighter fare,
because like all sections, the players still tailor their own kingdoms to
fit into the larger scheme (and if something in the overall 'plot' doesn't
work for a player, I just minimize it for him/her, and try to zero in on
what does work, etc). The focus will be less on economics, religion, and
international guilds (there will be dozens of small mage guilds, instead of
five or six gigantic ones like in Dark Legacy)-- and more on exploration,
character to character role-play, zombie-hunting, treasure, fun magic, and
quest stories... probably. I've set up four types of mages this time:
witches, warlocks, enchanters, and necromancers. Mages will be more rare,
and the four categories each come with significant distinctions beyond just
what spells they can cast. As a last note, the section will be smaller
than either of my other two. I'm probably going to limit it to 15 or so
players. I'm hoping for something more 'intimate' in general. There's
still room for warfare and conquest, but it won't be quite the element it is
in my other two sections.
SAMPLE KINGDOM IDEAS
THE AIR MARSHALS
A highly militaristic elf realm with a goal to control the policies of
other realms using force. They follow the guidance of the Grey Lady, a
powerful and ancient elf queen who has grown tired of hiding from the world.
She intends to restore the glory of the world, and remake it in her own
image. Riding their winged steeds and wielding ancient magics of a time
gone by, the lords of this once-fading realm have reinvented themselves as
the saviors of the world... if only the rest of the world would get the
message! Shades of facism and a lot of battles await the player who takes
this position.
THE NEW LORDS
A young human realm, only recently established on the shore of one of
the Alandane mainlands after two decades of living under the quarantine of
Ironsword. The pioneer spirit thrives in these folk, and they mean to carve
a new kingdom out of the husk of the old deadlands.
Other races available in this section...
‹Dwarves
‹Kobolds
‹Orcs
‹Gnolls
‹Lizardmen
‹Ogres
‹Halflings
SAMPLE CHURCH IDEAS
THE CHURCH OF LUNA
One of the big religions in Alandane, the church of the Moon goddess
faces many challenges, including a mandate to grow, deal with schisms, and
determine if the oblique but powerful goddess stands for good or evil. A
hero and priest heavy position, this player who runs this one will be
involved in the politics of many realms, and engaged in heroic/quest type
storylines. The church is led by the powerful Pan Domina‹ a highly
regarded Wisewoman of uncommon good sense and brilliance. Her counsel is
said always to be true and powerfully clear. She can always see through
lies and deceit, and reveals that which is true and fundamental. With her
is her Śchurch courtą of brilliant sages and religious scholars.
THE CHURCH OF FEL MORE
The largest religion in the goblin world, the church of Fel More must
find a way to fend off the Levianites from religious annexation, and also
grow into an international religion. Heavy politics and diplomacy will be
required for this position, and the player who runs it can expect a lot of
hero/quest type stories. The Astral Mara is the high priest of Fel More,
the god of Goblins. He must coalesce his Śchurch courtą into a unified
body and consolidate his position. A cagey politico with strong
convictions, he must find a way to restore the pre-eminence of goblin
society over the Levianites and deal with the elves.
SAMPLE GUILD IDEAS
THE CHARISMA CLIQUE
A small coven of three Witches who lend their services out as a group.
They specialise in charms and illusions. Everything is great for the
Witches, except that each of them has her own personal drama happening
throughout the game. The player running this position can expect a focus on
interpersonal type stories, as well as lots of adventure and employment for
various kingdoms.
THE BONECURSE CONFEDERATION
A guild of Enchanters specialising in the Summoning and/or Abjuration of
demonic beings. Several small interpersonal storylines and lots of
adventure. As well, plenty of political intrigue within the guild and
without, as well as hireling management for various kingdoms.
Naturally, all ideas are welcome‹ as long as they donąt fall completely
out of the melieu of the section.
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