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So what's YOUR world's 'hook'?
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<blockquote data-quote="Umbra" data-source="post: 1707953" data-attributes="member: 17086"><p><strong>The Lost</strong></p><p></p><p>Centuries ago, the folk at a giant trading fair (in FR's) were mysteriously transported to another world. Stunned and disorientated they were overwhelmed by a race similar to Lamias. Resisters and obvious spellcasters were killed. Using wisdom drains and charm, the Lamia's enslaved the survivors and took them to their city.</p><p></p><p>The PC's are slaves, descendants of those who Lost their homelands. They begin the campaign deep within the giant stone wheel known as the city Ak G'Ard (essentially stuck underground) where paranoia is a way of life. You don't know who you can trust. You don't know who works for the masters, the G'Ard. Over hundreds of years mothers have betrayed daughters, husbands have betrayed wives. You obey or you disappear. The powers of the G'Ard ensure no resistence.</p><p></p><p>Or so the G'Ard thought.</p><p></p><p>Dwarves began it. Their innate resistence helped them. Over the first few decades they gathered what knowledge of the Lost they could before it disappeared forever. Using their stonecraft, a few built secret ways to hide what was to become a resistence movement. A faint connection to a goddess called Neshalah (who is secretly trapped beneath the city) was made and members of the resistance gain the ability to cast a spell from one of two randomly chosen domains each day.</p><p></p><p>Apart from this power, the Lost have little else. A few sorcerors have been thrown up by the genetic pool but all other magic is lost.</p><p></p><p>Any skills where equipment or contact with the natural world are banned. Any skills considered 'survival' skills in this enviroment are raised one level (from cross class to class or banned to cross class). For example, everyone gains sense motive, diplomacy, bluff. Each character can also have a craft skill which is part of their slave duties (eg: weaving) </p><p> </p><p>Over time, the chosen of Neshalah built up the resistence. Until now.</p><p></p><p>The PC's begin as new members of the resistence. They live in giant halls far from the outside world. Their homes are a patch of floor behind simple cloth walls that are constantly moved by the G'Ard. Possessions are few with no metal available at all.</p><p></p><p>After a few adventures within the city under the guidance of a cell leader, the resistence movement is discovered. The cell leader shows the PC's a secret way which had been prepared for the eventual liberation of the Lost. In the chaos of the G'Ard rounding up people, the PC's need to escape, deal with the fear of being outside after a lifetime indoors, cross the desert they will find, get help, build up their skills, find equipment, and return to rescue the Lost and (unknown to them at the time) the goddess Neshalah.</p></blockquote><p></p>
[QUOTE="Umbra, post: 1707953, member: 17086"] [b]The Lost[/b] Centuries ago, the folk at a giant trading fair (in FR's) were mysteriously transported to another world. Stunned and disorientated they were overwhelmed by a race similar to Lamias. Resisters and obvious spellcasters were killed. Using wisdom drains and charm, the Lamia's enslaved the survivors and took them to their city. The PC's are slaves, descendants of those who Lost their homelands. They begin the campaign deep within the giant stone wheel known as the city Ak G'Ard (essentially stuck underground) where paranoia is a way of life. You don't know who you can trust. You don't know who works for the masters, the G'Ard. Over hundreds of years mothers have betrayed daughters, husbands have betrayed wives. You obey or you disappear. The powers of the G'Ard ensure no resistence. Or so the G'Ard thought. Dwarves began it. Their innate resistence helped them. Over the first few decades they gathered what knowledge of the Lost they could before it disappeared forever. Using their stonecraft, a few built secret ways to hide what was to become a resistence movement. A faint connection to a goddess called Neshalah (who is secretly trapped beneath the city) was made and members of the resistance gain the ability to cast a spell from one of two randomly chosen domains each day. Apart from this power, the Lost have little else. A few sorcerors have been thrown up by the genetic pool but all other magic is lost. Any skills where equipment or contact with the natural world are banned. Any skills considered 'survival' skills in this enviroment are raised one level (from cross class to class or banned to cross class). For example, everyone gains sense motive, diplomacy, bluff. Each character can also have a craft skill which is part of their slave duties (eg: weaving) Over time, the chosen of Neshalah built up the resistence. Until now. The PC's begin as new members of the resistence. They live in giant halls far from the outside world. Their homes are a patch of floor behind simple cloth walls that are constantly moved by the G'Ard. Possessions are few with no metal available at all. After a few adventures within the city under the guidance of a cell leader, the resistence movement is discovered. The cell leader shows the PC's a secret way which had been prepared for the eventual liberation of the Lost. In the chaos of the G'Ard rounding up people, the PC's need to escape, deal with the fear of being outside after a lifetime indoors, cross the desert they will find, get help, build up their skills, find equipment, and return to rescue the Lost and (unknown to them at the time) the goddess Neshalah. [/QUOTE]
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