Star Pact Fluff Material

Well it started as an idea that i was sick of the typical old AD&D trope that because Mages were the most powerful class they naturally should run everything. Which is true even in Psi-Heavy campaigns like Dark Sun. So toying with the idea that Magic was somehow taboo, who would fill the power void, making Psionics the leaders seemed easiest, basically usuing the same trope but putting a twist on it. (this was way back in 3.o days) I was also sort of heavily into Steampunk at the time, and added some steampunk elements t the game, with Psions eventually reverting to science and becoming essentially the old "brain in a bottle" enemies and adding things like airships, automotons, and so forth. From there it seemed natural to take the setting to encompass speace but i didn't want the setting to becme too Spelljammerish and restricted it to a single set of moons orbiting a Gas giant.
 

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Sounds like a neat campaign.

Incidentally, though its a quick read, check out the Star Spawn entries in MM2 & 3, and the various aberration entries where ever they may be. In my campaign, the Far Realms is one of the 6 or so major factions, and reading the various entries was quite helpful. For me, the "crunch" portions were as helpful as the "fluff" - looking at the neat and wierd powers star spawn have really helped me visualise how they work in the game world (that said, in my campaign, fluff is heavily driven by crunch).
 

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