Divine Mojo MIA

What if Melora has been tricked into drinking from the waters of Lethe and no longer remembers being a god. She cannot access her power because she does not know she has it.
 

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Also, Gods with similar domains may take over. For example, without the goddess of civilization, around, perhaps Asmodeus, god of tyranny and domination steps in. Just as civilization seems to be falling apart and law seems to be slipping, people turn to a powerful leader that will keep people in line. With a loss of invention, people turn protective of their ideas and try to steal those of others (turning to Vecna, Lord of Secrets).

In the case of Melora, it would likely be a turn away from the divine, towards the more primal spirits, and elemental forces.
Mm. That's a thought.

I don't want another force to GET the portfolios. The threat - things filling the vacuums - is a great dynamic, and an interesting story. It shows the world falling apart. But because I want the PCs to be the deciding factor, I want them to be able to find the power, to save the world, instead of other Gods getting more powerful, gods they can't attack.

Although I don't mind if something stole The Sea or The Weather from Melora.

I like the idea of Law also slipping and being broken. That the foundation of it is not being carried out. I need to add that in there somewhere. Asmodous or Bane stepping it up sounds exciting.

And the attention to Elemental Spirits is great. Because I like the spirits.
 

I have come up with some answers for some of my issues:

The Hatchling Curse

Some group saw what was coming, and acted. The Hatchling Curse is a sacrifice of blood in order to funnel power. Power to stop, slow, or at least provide a safe place against the world coming down around them.

They decided that the Dragonborn were just an acceptable loss. Few would suffer for more to survive. Not only that, but eggs aren't people yet - they're just eggs, so it's acceptable.

The Keep was raided by either followers of Tiamat, agents of a local dragon, or the dragon itself. Why? Because they wanted to know the secrets of the Keep that prevent the Hatchling Curse; the Curse is starting to effect not just dragonborn, but other dragonkind/reptilians.

Edit: I'm sorely tempted to use a Cobalt dragon as the perpetrator. So the PCs can confront said dragon.

The Winter Everlasting

The Prince of Frost and the Northern Wind (a powerful Primal Spirit) are trying to usher in the Winter Everlasting (which is the equivalent of Ragnorok). It was the Prince who awoke the Herald.
 
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Sounds awesome as usual Rechan. While I am quite content over here, I sometimes wish I would live in the States. I would definitely have swung by to make a guest appearance in that campaign!
 

I've managed to flesh out the North a wee bit (more like put some tendons on the bare skeleton). I only really added the immediate area the game is starting in:
[sblock]Veshk

What is now the region of Veshk was once the great buffer of the Andarian Empire - the first defensive line along its border. While mountain ranges dot the North, Veshk is one long chain, acting like a harsh wall. The few passes further inland created a bottleneck for any real opposition. Veshk was once comprised of forts, watch towers, and mines, drilling into the rich deposits. Now, the Andarian defensives are abandoned, sitting like bones jutting out of the rock. Mining towns still remain, the only real sign of the region's strength, along with a few stubborn mountain hermits, hunters and trappers.


Rimespire
(This is where the game will begin)

Rimespire is a fort, mining town, and trading post all rolled into one. Rimespire sits at the foot of the Ironroot mountains, the chain that spans Veshk. Once a fort before the Andarian empire began to formulate, the place was overrun by hobgoblins. Then the single tower froze over - completely filled with ice. It remains in that state today, its core a solid glacial sheet. This is where the town gets its name.

Rimespire's copper mine is found within the town's defensive walls, another reason for its continued success. Especially now, as Veshk is no longer as solidly patrolled. It's the first stop merchants make headed into the Jagged Pass.


Varsuunan Keep

The sole dragonborn presence in the North. Built upon the bones of a dragon of the same name, slew by the God-Empress herself when she was first a wandering swordprophet, before traveling Dragonborn visionaries built a monestary on the site, claiming its importance. The site was granted independence after the Andarian Empire began beneath the words of the God-Empress. As time passed, the monestary became more militarized and dereligious. Today, the Dragonborn maintain it, the only force keeping relative peace and protection in the region today.

As the Hatchling Curse has begun, a legend has begun about Varsuunan Keep. Not a single egg within the Keep's walls has succumbed to the Curse.


Snowshark Trail

This path through the mountains has primarily been used by hunters and the yearly migration of the Rockhorn tribe. It's relatively safe, passing between the territories of indigenous monsters, with few rockfalls or treacherous terrain. During the winter months (which are long in the North), when the snow is heavy on the ground, the last few years this path is also travelled by merchants and others seeking safety from the snowsharks. Snowsharks are more frequent in the lowlands, where snow grows deep and the way is not treacherous, but each passing year, the predators grow more bold.


Hodj

One of the strongest communities within Veshk is Hodj. The location is tricky, as sharp canyon walls provide a narrow squeeze to pass through, in order to reach the wide crevice where Hodj is located. Here, one would find the interesting town: built right into the sheer side of a cliff. Ladders, ramps, and pulley elevators allow the Hodj citizens to travel up and down the harsh cliff face, and then along the sturdy walkways that run along horizontally.

Hodj is mainly a mining town, as several rich deposits are not far from Hodj itself. But it is also the best (and now, last) stop between Rimespire and the lowlands beyond the Veshk Pass, providing a natural resting spot for worn travelers.


Fort Scab

In the wake of the plagues that brought the Andarian low, the citizens of the North have cast the sick from the walls of their cities. The deformed, the ill, the lepers and other misfortuned were barred from entry, for fear of the sickness. With the pass of time, those cast out began to band together, wandering like lost pilgrims. That wandering ended three years ago.

The abandoned Fort Suska has now been dubbed Scab, as the disenfranchised have moved in. At first squatters, they have now reportedly repaired what they could. Scab is an odd community - it is said that refugees and criminals alike will go there for safe passage, or anyone desperate enough to climb into bed with those who might still bring the Sicknesss. Fort Scab is given a wide breadth, so limited information is known about its happenings.


Mt. Anvilback

According to the dwarves, this is the site of the first sword smithing. The community of dwarves here adhere tot he old traditions, almost fanatically. They arer known to wear hats with pieces of stone from their homes sewn into the top, so that they always have earth above their heads. [/sblock]

Sounds awesome as usual Rechan. While I am quite content over here, I sometimes wish I would live in the States. I would definitely have swung by to make a guest appearance in that campaign!
Actually, this is an online game, on Maptools. :) Alas, for some reason I just could not find enough schedule-stable, interested people here to do it in person.
 

Actually, this is an online game, on Maptools. :) Alas, for some reason I just could not find enough schedule-stable, interested people here to do it in person.

Oh. Sorry to hear that. I never done the online thing. How often and how long do you guys play?
 

Oh. Sorry to hear that. I never done the online thing. How often and how long do you guys play?
We've not had our first session yet (I had to push it back :(). But the first game is the 7th of November. Every two weeks, for about 5 hours or so. I'm really excited. :)
 

Random thoughts about Erathis' portfolio:

Other gods or powers could do one of two things: co-opt it or destroy it. Part of her portfolio is the concept of civilization.

The gnoll god, for example, might simply destroy it, given the opportunity. At that point, cities and agriculture, and basically anything based on cooperation of large groups, simply dries up and blows away. All species are reduced to dominance hierarchies, rather than true cooperation.

Other gods, however, have a certain investment in maintaining the concept of civilization. You have a lot more available worshipers in a world with cities, agriculture, etc. Without those things, trades start to die. You don't have dedicated blacksmiths when the most groups of people are doing is small group hunting and gathering. And the chaos and death that comes from the collapse of civilization would simply be anathema to some gods, so they would be seeking Erathis' power if only to safeguard it.

Now, if some other god acquires that aspect of her portfolio, what happens? As an example, how different would civilization become if Bahamut picked up civilization vs. if the Raven Queen acquired it? What flavor might be added to the concept itself, and how would that play out in the world?
 

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