4E: The Lost Winds
Mar. 2nd, 2009 09:23 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
(a 4E D&D campaign idea, finally that POC urban fantasy idea? Finally came through)
We are all that remains.
The winds grew stronger and the clouds darker. Everyone knew a storm was coming, but none expected children to be born, grow old, and have their own as it grew and grew. The people called on the wise, and even the wise worried at the darkening times.
It would be a storm greater than anything the world had ever seen.
When it began, the people had prepared as best as they could, but the waves dashed reefs against islands, ripping them from the sea floor, and soon, even the islands moved in the face of such force.
But the Queen would not let her people die, no matter how much fury nature had. A bold plan was enacted, a great ritual, and soon, the islands themselves were moved through magic and much sacrifice, to the only safe place to be found: the eye of the storm.
And people waited and watched. Again, children were born and grew old. Other people, from faraway lands, they, too figured out the eye was the safest place to be- though lacking the same magic, they came in boats and by giant flying bird, and whatever means they could find.
And the gracious Queen took them all in, and fed them. And we all ate less and less, but worked hard and grew what we could, caught what there was, and fought off the giant beasts that also found the haven in the center of the storm.
Many generations passed before the Storm ended, and none remained who remembered exactly how the old world looked- though we had paintings and songs and stories and maps. And when it ended, instead of broken landmasses, we found new land, untouched and pristine.
But not one map matched this new world to the old.
Concept
Hawaiian-ish/multicultural monoarchy, now resettles a new, strange land, filled with monsters, occasionally finding surviving cultures which survived the storm. The D&D gods are renamed according to closest appropriate sounding names (Erathis = Arahua, Pelor = Puloa, etc. Will have to research to make sure names that don't mean something horribly fucked up etc.)
Politics
The Queen not only has political power- she's the only one who can invest others with m'ana to create new Wizards, Clerics, etc. She can only initiate so many a year, so there's some rivalry between clans and groups for the right. Different clans right now are vying for power in settlement. The other cultures have merged to a great deal with the primary culture, though it's an excuse to really include any other POC group.
Non-human races
Elves & Halflings: integrated into the nation. Probably were around before the Storm, and still with'em.
Eladrin: They, too, had an island in the Feywild. They cut a deal with the Queen back when to bring their island along, in return, they would provide X number of advisors, protectors, etc. a year, forever, to serve the Queen.
Dragonborn: They lived in a sea based palace- which they sunk while the Great Storm was underway. Now they have risen up and are trading with the humans. (play on Chinese Dragon Palace under the ocean)
Dwarves: Went into hiding deep underground. Still don't fully trust this new, remapped world. Trading with humans, but reluctant to step outside, much.
Tieflings: I'm sure someone cut some deals to get out of that storm. Haven't figured out their deal yet.
Opportunities for Adventure
- Protecting the colonies from monsters
- Ancient monsters which survived the Storm
- Contact with other surviving civilizations- negotiations, etc.
- Inter-clan politics
- Frontier living (delivering medicine/supplies, getting folks out of floods, etc.)
- Escorting potential Wizards/Clerics back to the islands to be invested in mana
etc.
We are all that remains.
The winds grew stronger and the clouds darker. Everyone knew a storm was coming, but none expected children to be born, grow old, and have their own as it grew and grew. The people called on the wise, and even the wise worried at the darkening times.
It would be a storm greater than anything the world had ever seen.
When it began, the people had prepared as best as they could, but the waves dashed reefs against islands, ripping them from the sea floor, and soon, even the islands moved in the face of such force.
But the Queen would not let her people die, no matter how much fury nature had. A bold plan was enacted, a great ritual, and soon, the islands themselves were moved through magic and much sacrifice, to the only safe place to be found: the eye of the storm.
And people waited and watched. Again, children were born and grew old. Other people, from faraway lands, they, too figured out the eye was the safest place to be- though lacking the same magic, they came in boats and by giant flying bird, and whatever means they could find.
And the gracious Queen took them all in, and fed them. And we all ate less and less, but worked hard and grew what we could, caught what there was, and fought off the giant beasts that also found the haven in the center of the storm.
Many generations passed before the Storm ended, and none remained who remembered exactly how the old world looked- though we had paintings and songs and stories and maps. And when it ended, instead of broken landmasses, we found new land, untouched and pristine.
But not one map matched this new world to the old.
Concept
Hawaiian-ish/multicultural monoarchy, now resettles a new, strange land, filled with monsters, occasionally finding surviving cultures which survived the storm. The D&D gods are renamed according to closest appropriate sounding names (Erathis = Arahua, Pelor = Puloa, etc. Will have to research to make sure names that don't mean something horribly fucked up etc.)
Politics
The Queen not only has political power- she's the only one who can invest others with m'ana to create new Wizards, Clerics, etc. She can only initiate so many a year, so there's some rivalry between clans and groups for the right. Different clans right now are vying for power in settlement. The other cultures have merged to a great deal with the primary culture, though it's an excuse to really include any other POC group.
Non-human races
Elves & Halflings: integrated into the nation. Probably were around before the Storm, and still with'em.
Eladrin: They, too, had an island in the Feywild. They cut a deal with the Queen back when to bring their island along, in return, they would provide X number of advisors, protectors, etc. a year, forever, to serve the Queen.
Dragonborn: They lived in a sea based palace- which they sunk while the Great Storm was underway. Now they have risen up and are trading with the humans. (play on Chinese Dragon Palace under the ocean)
Dwarves: Went into hiding deep underground. Still don't fully trust this new, remapped world. Trading with humans, but reluctant to step outside, much.
Tieflings: I'm sure someone cut some deals to get out of that storm. Haven't figured out their deal yet.
Opportunities for Adventure
- Protecting the colonies from monsters
- Ancient monsters which survived the Storm
- Contact with other surviving civilizations- negotiations, etc.
- Inter-clan politics
- Frontier living (delivering medicine/supplies, getting folks out of floods, etc.)
- Escorting potential Wizards/Clerics back to the islands to be invested in mana
etc.