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[4e] Starfall
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<blockquote data-quote="Lackhand" data-source="post: 4346721" data-attributes="member: 36160"><p>Inspired by all the other "Here's my new campaign idea", here's my slice of Clive-Barker-Knockoff. Comment, throw rocks, steal for yourself (all I ask is attribution if you make money!), edit my <a href="http://arctak.wikidot.com/starfall" target="_blank">wiki</a>.</p><p></p><p>Hook: Starfall. Three hundred years ago, the world of Man was shaken when the heavens opened up and a mountain a mile high fell to earth, signaling the end of an age. Twelve years ago, strange horns were heard in the hills, and men began to go missing again as in fairy stories: The fallen empire of the elves was on the march again, and the night was no longer safe.</p><p></p><p>Race:</p><p>Most players are human. The three races of man with which I wish to deal are the stolid Dverning (for those who <em>must</em> play dwarves), big viking analogues; the pastoral Terrnovan castle dwellers; and the mystical and "generically foreign" Khenlanders, the people of the empire.</p><p>The city of Starfall hosts another fairly unique race: the Daeva, "Starchildren", bloodlines which breed erratically and unpredictably with normal human stock and produces madness and strange aspect. They are seen as holy, and as cursed, and as good luck, and as omens; they were created from those conceived and birthed in the light of a falling star.</p><p></p><p>The armies of the fey are progressing in from the Wildwood, laying seige to Blackwall in the west, and wending their way east erratically. Their armies of Hoblings (Goblins, hobgoblins, bugbears, orcs, minotaurs, and gnolls; bestial humanoids manufactured by hags via mysterious rituals and fanatically loyal to their commands) and Calibani (Shifters, warped from Humans and gifted with free will and souls -- and memories of who they once were, albeit new and terrible loyalties) march under the keening and strange songs of their warlords.</p><p>Players might also choose to be Satyrs (Tieflings; the most capricious of the Fey Armies and thus occasionally throwing a lot in with humanity for <em>fun</em>) or Woodlings (Elves; the bulk of the elves are within the Fey Armies but entire clans have defected to the side of the humans; they are not mercurial in their alliance, and so while they are subject to racism, they are safe so long as they have someone to vouch for them).</p><p></p><p>Planes: </p><p>There aren't any. Well, that's a lie, there's several: sufficiently powerful Fey Lords (as well as any others who learn the trick of it) may cheat space, and build for themselves a new domain. These are tied to space but loosely, permitting (consigning?) their armies to erratic movements and uncountable numbers. The Mourning Tower is the center of their war machine, and the domain of the Storm King, their <em>Dux Bellorum</em>, and lies in a plane not reachable from the mundane world, at the center of the Wildwood far to the west of Blackwall.</p><p>There is also a strange place called Near which can be reached by prophets and madmen, a bleak and blasted landscape whose sky is populated with ghosts, and whose seas are as dust and salt. There are no men or fey here, merely chittering animals made large -- ravenlike Kenku are the highest form of life, with ratmen and the Hive (or the Webwalker's Guild) preying in the wastes. The bodies of men are everywhere, and the enigmatic unbreathing Loveless murmur and feed on those with warm blood who pass too close.</p><p>Finally, there is Unbeing, the home of demons and those things which are not and should not be. None have visited there, but many things are drawn from it nonetheless.</p><p></p><p>Gods:</p><p>Just the one, the Bright God of the Ternovan. He has a variety of apostles and exarchs, however, who mediate for his priests and provide divine channeling feats. The Dverning used to have a norse-like polytheistic pantheon, but have mostly converted; the Fey have no true religion, though hold their leaders in a position of reverence similar to a deity. The Khenlandish have a pantheon of a thousand gods, and do not attempt to list them all.</p></blockquote><p></p>
[QUOTE="Lackhand, post: 4346721, member: 36160"] Inspired by all the other "Here's my new campaign idea", here's my slice of Clive-Barker-Knockoff. Comment, throw rocks, steal for yourself (all I ask is attribution if you make money!), edit my [URL="http://arctak.wikidot.com/starfall"]wiki[/URL]. Hook: Starfall. Three hundred years ago, the world of Man was shaken when the heavens opened up and a mountain a mile high fell to earth, signaling the end of an age. Twelve years ago, strange horns were heard in the hills, and men began to go missing again as in fairy stories: The fallen empire of the elves was on the march again, and the night was no longer safe. Race: Most players are human. The three races of man with which I wish to deal are the stolid Dverning (for those who [i]must[/i] play dwarves), big viking analogues; the pastoral Terrnovan castle dwellers; and the mystical and "generically foreign" Khenlanders, the people of the empire. The city of Starfall hosts another fairly unique race: the Daeva, "Starchildren", bloodlines which breed erratically and unpredictably with normal human stock and produces madness and strange aspect. They are seen as holy, and as cursed, and as good luck, and as omens; they were created from those conceived and birthed in the light of a falling star. The armies of the fey are progressing in from the Wildwood, laying seige to Blackwall in the west, and wending their way east erratically. Their armies of Hoblings (Goblins, hobgoblins, bugbears, orcs, minotaurs, and gnolls; bestial humanoids manufactured by hags via mysterious rituals and fanatically loyal to their commands) and Calibani (Shifters, warped from Humans and gifted with free will and souls -- and memories of who they once were, albeit new and terrible loyalties) march under the keening and strange songs of their warlords. Players might also choose to be Satyrs (Tieflings; the most capricious of the Fey Armies and thus occasionally throwing a lot in with humanity for [i]fun[/i]) or Woodlings (Elves; the bulk of the elves are within the Fey Armies but entire clans have defected to the side of the humans; they are not mercurial in their alliance, and so while they are subject to racism, they are safe so long as they have someone to vouch for them). Planes: There aren't any. Well, that's a lie, there's several: sufficiently powerful Fey Lords (as well as any others who learn the trick of it) may cheat space, and build for themselves a new domain. These are tied to space but loosely, permitting (consigning?) their armies to erratic movements and uncountable numbers. The Mourning Tower is the center of their war machine, and the domain of the Storm King, their [i]Dux Bellorum[/i], and lies in a plane not reachable from the mundane world, at the center of the Wildwood far to the west of Blackwall. There is also a strange place called Near which can be reached by prophets and madmen, a bleak and blasted landscape whose sky is populated with ghosts, and whose seas are as dust and salt. There are no men or fey here, merely chittering animals made large -- ravenlike Kenku are the highest form of life, with ratmen and the Hive (or the Webwalker's Guild) preying in the wastes. The bodies of men are everywhere, and the enigmatic unbreathing Loveless murmur and feed on those with warm blood who pass too close. Finally, there is Unbeing, the home of demons and those things which are not and should not be. None have visited there, but many things are drawn from it nonetheless. Gods: Just the one, the Bright God of the Ternovan. He has a variety of apostles and exarchs, however, who mediate for his priests and provide divine channeling feats. The Dverning used to have a norse-like polytheistic pantheon, but have mostly converted; the Fey have no true religion, though hold their leaders in a position of reverence similar to a deity. The Khenlandish have a pantheon of a thousand gods, and do not attempt to list them all. [/QUOTE]
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