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| punching bag04-05-07, 09:37 AM | I'm posting the introduction chapter of the latest campaign that I'm working on and would like to hear your comments. I'm envisioning a dark world in which there is little hope for such things as freedom. Anyway, please take a look and comment. I'd also love to hear any suggestions for possible low level adventures that could take place in this world. (Note there are some references like "see the section on..." that i haven't finished yet, so be warned) Chapter 1: Introduction to the World of Asche An ancient red sun hangs low above the horizon, a bloated orb that dominates the sky and bathes a lonely planet in a crimson glow. Life on the world of Asche continues on as it always has, grinding towards an inevitable, ignominious end. The citizens watch helplessly as their venerable sun becomes brighter and more luminous with the passing of each year; one more step towards certain death as the star continues to consume itself from the inside. The very thing that gives life on this world is well on its way towards burning out completely or exploding in a spectacular supernova that will consume all life in cleansing fire. This however, is the least of their concerns. The people of Asche eke out a meager existence under the crushing boots and stinging whips of their oppressors. Men, Elves, Dwarves, Goblinoids and other sentient humanoids all live as slaves, cowed and defeated by the Reyahn. Life is harsh under the rule of the Reyahn, a cruel and vicious race of brutish humanoids who act as gaolers, police, magistrates and the face of the law on Asche. Their rule is absolute. So make your choice. Live as a slave and die in the mud like a dog, your corpse to be thrown on a pyre with the rest of those too weak to make their own destiny. Or you could stand up, and fight for something more; an ideal, the promise of freedom or maybe just the right to die on your feet in combat. What do you have to lose? No one is getting off this rock alive anyway. The Campaign: A Description of Style The world of Asche presents a dark, bleak backdrop for a role playing campaign. The ever present threat of absolute destruction at the hands of a dying star goes almost unnoticed, overshadowed by the horror of day to day life. The citizens of the realm live in a harsh dystopia, their cities and lands no more than prison camps governed by the cruel Reyahn. Yet out of this abominable place, these loathsome conditions a group of heroes will rise and fight against tyranny and oppression. It is this struggle that embodies and represents the spirit of Asche. The players take the roles of characters driven to rise up above their common counterparts and struggle for knowledge, power and most of all, freedom. Things You Need To Know: An Overview Asche provides a stark contrast to the standard high fantasy settings; it is decidedly darker, grittier and deadlier than a standard D&D campaign. The main concepts are briefly explained below. Heroes The vast majority of the humanoid creatures in the world of Asche are completely and utterly ordinary. The player characters are members of very small minority of the population who possess the will and desire to become something greater than their counterparts. You will not find a host of powerful high level NPC’s calling the shots and leading the populace. Finding creatures with “heroic” class levels will be the exception to the rule, and any hero who survives to see higher levels will undoubtedly be one of the most powerful members of society. Heroes And Villains Are Larger Than Life The heroes and villains of the world of Asche are head and shoulders above their common counterparts. Their deeds and actions are the stories of legend; Bards sing of their accomplishments or play a dirge for the fallen. Think of historic figures such as Alexander the Great or Horatio Nelson or heroes from fictional epics such as Beowulf or Gilgamesh; much like these heroes from history or mythology the player characters have the potential to tower over their peers, to overcome challenges that others would not even dare to tackle. Players are given more freedom than in other settings to bend and break the “normal” rules to allow them to perform heroic, cinematic and fantastic actions. The mechanism that allows these “rule modifications” is the action point system. Players and NPC characters with class levels will be assigned a pool of action points that can be used to modify certain outcomes or attempt fantastic actions in combat. As always, the DM is the arbiter of this system and will advise the players as to what is possible and how many points must be spent to accomplish the heroic feat. See the section on action points for more details on this game mechanic. Magic Magic flows through the fabric of Asche like a deep undercurrent, always present yet difficult to locate and nearly impossible to control. Only those who are attuned to the arcane or strong in their faith will have the ability to shape and wield magic. This ability can be as much a blessing as a curse as those who are careless with their power draw unwanted attention to themselves. This attention often culminates with an invitation to become one of the Reyahn’s long-term guests. See the Magic section in the Campaign Specific Rules chapter for more details and the differences between this setting and standard high-fantasy games. Law The rule of law is absolute on Asche and the Reyahn have assumed all duties associated with the regulation and control of the communities under their charge. The code of laws is similar to that found in modern societies on earth; killing, stealing, extortion, treason and the like are all crimes under the law. The accused are apprehended and brought before a magistrate who will determine their fate. There is no trial by jury under the rule of the Reyahn. There is no capital punishment however, and those who are convicted of a crime are punished by the removal of rights and the assignment to more and more undesirable work assignments. Violent and repeat offenders are often reduced to slave status and shipped out of the community to toil in the mines and foundries. Politics In each city, the seat of government is a massive marble structure called the Reinstadt. From here, the Reyahn exert their control over the lands under their purview. Theirs is a totalitarian system of government where the state attempts to control all aspects of daily life. The Reyahn have imposed a rigid caste system on the creatures under their influence; those who have sold out or toed the line given rights and privileges only dreamed of by others. Fewer still are allowed to hold positions of power such as law enforcement, or are given the task of managing certain public offices and businesses. The majority of sentient beings live under constant oppression however. The Reyahn are not the only source of strife and oppression, as members of the slave races are constantly striving for power, materials and privilege. The streets run red with the blood of the victims of a constant war between different races, guilds and underworld powerbrokers. Commerce Contrary to other role playing worlds in which a free market economy is present, the Reyahn operate a planned economy in which they attempt to control all production, industry and trade. Citizens are assigned work duties through a complex system of testing and matching of an individual’s abilities with an assigned task. In exchange for service, the citizens of Asche are “paid” in scrip, paper notes that are denominated in platinum, gold, silver or copper piece amounts. These scrip notes may be exchanged for small amounts of luxury goods and services. In addition to these earnings, each citizen is issued scrip similar to food stamps that can be used for purchasing necessities such as clothing, food and medical supplies. A healthy black market thrives as a secret companion to the controlled economy of the Reyahn. Almost anything may be bought or sold, if a person knows where to look and whom to talk to. Extra rations, medicine and even magical artefacts can be acquired, for the right price of course. There always seems to be those who have no reservations about profiting through dangerous or illegal trade activities. Those who would use these services should take heed; often the black marketeers can be just as vicious and evil as the Reyahn. |
| punching bag04-05-07, 09:39 AM | The Player’s World Winters are long and cold on the world of Asche. Asche was once a frozen ball of ice but now it is slowly being transformed into a life bearing world by its ever expanding star. Ironic that it is this very process that will one day bathe the entire planet in searing flame. Asche is a mostly frigid planet, with massive polar ice caps and the majority of its land masses covered in tundra and snow. The gradual warming of the planet has created a temperate equatorial band where the majority of settlements exist. The city walls provide a protective curtain between the vestiges of civilization from the vast, unexplored wilderness. History Asche is a world without a long or storied history. There are no tales that start with “once upon a time” or “before time began”. There are no legends of a wonderful history or some mystical and idyllic time of prosperity. Life on Asche continues on much the same cruel way as it always has, at least there are none alive who remember any different. The First Age Reyahn civilization burst onto the surface of Asche like the inevitable dawn, spreading across the vast expanse at an alarming rate. They used fear, speed and coordination to quickly subdue and subjugate the humanoid races of the world. The First Age was not only a time of war and strife, but also of colonization. Under the watchful eyes of the Reyahn the “free” races of Asche were put to work building the roads, harbours and fortifications that would define the backbone of Reyahn civilization. It is said that the First Age ended when the final stone block was laid in the curtain wall surrounding the great capital city. The beginning of the First Age marked a time of absolute brutality that was eventually tamed by the rule of law. Out of nothingness and despair did Reyahn civilization rise, powered by military strength and an unwavering dedication to rules and order. The Reyahn first appeared on Asche in small, but organized tribes who quickly confronted and conquered any resistance they found. They took captives whenever they could, and preferred to shackle their prey rather than create martyrs of the dead. Those unfortunate enough to find themselves as slaves were soon conscripted into a number of work parties. Decades of labour soon bled into centuries; and the enslaved races of the world settled into their new existence. The Second Age Throughout the first age the planet Morgev was the second brightest celestial body in the night sky, its luminous nature only eclipsed by the sun itself. Astronomers, priests and wizards alike watched over a period of three centuries as the ever growing red giant insatiably devoured Asche’s sister planet. At first Morgev burned brightly, tracing a path across the sky and leaving a tail like a comet’s behind it. After decades of immolation an entire world drowned beneath the star’s expanding corona. It did not take long before Morgev’s tail disappeared forever from the face of the ever expanding star. The Second Age lasted only as long as it took for Morgev to be completely destroyed. Reyahn civilization reached it’s zenith during this age, their network of settlements, agriculture and industries complete and staffed with a large stable of slave labour. This was a period of industrial expansion and technological development that ultimately led to a shift in the assignments of the slave population. These improvements to production methods began to afford some freedoms to the enslaved races and some of the populace found that they were able to fill new and different roles in society. Workers began to find other needs that needed to be satisfied, and this age saw the rise of such professions as doctors, barbers, barkeeps and all sorts of administrative functions. With newfound free time came the development of certain intellectual pursuits, professions and the emergence of a “middle” class within the enslaved races. The Third Age The Third, or Modern Age is widely regarded as the nadir of civilization on Asche. The bleak walls that surround each and every Reyahn settlement tower over the neighborhoods below. The giant red orb hangs ever present, growing larger everyday. Time continues to grind on and the Reyahn bureaucracy marches forward with its obscure plans, harvesting resources and ensuring a steady flow of slaves to fuel the fires of industry. The coming of reason brought with it the development of new fields of thought and methods to pass time. It was not long before the seeds of dissent and rebellion began to find fertile ground, even under the crushing regime. The Third Age is marked by an increase in general dissatisfaction towards life on Asche. It is a time of strife, as different political factions, races, guilds and affiliations vie for power, control and status. Some are so bold as to oppose the Reyahn, undermining them, stealing resources and disrupting their operations. However, even those so bold to openly resist flee from direct combat with the Reyahn. Technology Level As the Reyahn civilization matured, it experienced a number of tumultuous times. As developments were made in fields of study such as mathematics, agriculture and printing were made, a larger percentage of the slave population was relocated into the walled cities. These slaves found alternate forms of employment, and specialized crafts and skills began to develop. In essence, a “middle class” of slaves began to emerge from out of the utter squalor of the labour caste. By the end of the Second Age the quality of manufacturing processes and materials was such that it permitted the creation of sophisticated equipment such as plate armour, and intricate machines such as the printing press and the clock. Gods and Theology The world of Asche is serviced by a very limited pantheon of gods. Otiox First and foremost in power, followers and clergy is the terrible god of the Reyahn, Otiox. Temples dedicated to the God of Slaughter adorn every Reyahn neighborhood. Perhaps more concerning is how widespread these temples have become in the communities of the slave races. The Church of Otiox’s doctrine is simple, yet cruel. The liturgy preaches that the willing hard work, sacrifice and death of each and every being will ultimately appease Otiox and reserve a glorious place in the afterlife for the faithful. Otiox’s power grows each and every day, and centuries of nothing but work, sacrifice and death only serve to reinforce the Church’s message and draw more followers to their temples. Inana A very small and almost unknown group of followers worship the Goddess Inana whose Church is a loose, almost informal organization who revere the Goddess of Nature. Her followers tend to congregate wherever they can feel a connection to the natural world around them, and their ceremonies tend to deal with celestial phenomenon such as the sun rising, lunar cycles or the changing of the seasons. Inana has no formal temples, and her Church is a scattered, ad-hoc congregation of those who believe that nature will take care of them, and that they will be returned to earth when they die. Adalbrecht Those that cling to the notion that there is hope and goodness in the world gather and pray to Adalbrecht, the Creator. His doctrine teaches that patience, discipline and an unwavering resistance to oppression will give strength and freedom to his followers. The holy teachings passed down through the generations speak of the day when Otiox’s plans will be exposed and the truth revealed. As days turn to years and fewer and fewer souls are willing to take up the fight, Adalbrecht’s powers and influence fade. |
| Disciple_of_Juiblex04-05-07, 10:23 AM | My thoughts, questions, impressions- 1. What about some of the more famous Creatures like dragons or flayers? 2. This seems to be a low to mid level setting correct? 3. It seems to be that the main enemy is Reyahn, yet you dont have alot of information about them yet. 4. seems to be a political campain setting. 5. players encouraged to do what? it seems like they can A. Rebel. B. Suck up to authority. C. ignore the Reyahn and follow the plot of guilds and factions at slave socity. d. leave the city altogether. 6. Guns (like muskits[sp])? Tecnology level would seem to indicate more advanced warfare devices |
| Kravell04-05-07, 10:27 AM | punching bag, Great start to a new campaign world. I'm depressed after reading it but eager to rise up against my oppressors which must mean you did your job right of setting the theme.:cool: You asked for ideas on low level adventures. From what I've read, low level PCs who fight back will eventually wind up as slaves after repeated offenses. So, they either 1.) become outlaws and flee into the desert (unappealing and life threatening) or 2.) they hide their identities whenever they strike. I like the second option a lot. The characters labor by day, pretending to be good members of their caste. At night, they sneak out to strike a blow for freedom or retribution. If you have four or fewer players, you might even allow gestalt classes (Unearthed Arcana) with the second class being ranger or rogue. This idea fits in with your heroic larger than life them for the PCs and ensures they have access to skills like Move Silently and Hide. From what I’ve read so far, it doesn’t appear the PCs can change the world. However, some PCs might be driven to make just one or two persons live a little easier, perhaps assassinating a particularly harsh judge. Other PCs may go along just to kill any Reyahn. Low level adventures could include getting hired by a priest of Adalbrecht to free his son, recently sentenced to a small group of slaves doomed to labor to death, becoming mules for the local black market bringing in goods by cover of night in exchange for weapons and gear, and perhaps being hired by a third party on behalf of a political power to make a hit on a rival politician. One question I would ask is, what happens if the PCs do make high levels? Is there just more and more levels of terrible evil and angst, or will the PCs reach a point where they can carve out a freehold for themselves? How far can they take the pursuit of freedom? Perhaps you can have a Planet of the Apes ending, where the PCs have the choice to destroy their entire world with high level powerful magic, thereby “freeing” everyone, or simply accept that fact that nothing will ever change for the better. What choice will they make? A great angst filled powerful ending to finish off what could be an epic campaign! Charlie |
| punching bag04-05-07, 10:54 AM | Thanks for the quick replies! Here is a little more info on the Meta-plot that will be going on in the background: The “God” Otiox is a powerful demon who has been banished to this small chunk of the prime material plane. It is essentially a closed prison for him. He has hatched a plan to escape. In order to do so, he must consume a certain number of souls all at once to gain enough power to break free from his bindings. His plan is to let the dying sun do this for him – when the sun engulfs the planet, he will harvest all of the souls thus giving him the power to escape. The Reyahn are simply put the “re-animated” souls of the dead. Although he is trapped on this demi plane, he has sufficient power to prevent souls from leaving. So, the souls of the dead are used to give “life” to the Reyahn. I haven’t worked it out completely, but I can see them being similar to the Warforged living constrct style. So, the Reyahn act to keep the slave races under control, raising them like cattle. The slaves will be fed and cared for, but their primary purpose on this world is to provide “fuel” for the final event that will release Otiox from his prison. The ultimate goal for the PC’s will be to stop this from happening, and perhaps even escape from the demi plane! As for low level adventures: The reason I’m looking for these ideas is to start the campaign. Obviously, the PC’s won’t be powerful enough to challenge Otiox, or even the Reyahn, so they need some primer adventures to build strength and to unravel the plot. I see this as a resistance / political campaign, and most of the low level action could take place dealing with the interactions between the slave races. There should be lots of material there that will deal with the power struggles, clans, guilds etc. The PC’s will need to act for the resistance, trying to stay under the radar until they can launch some bolder attacks against the Reyahn. Ultimately, they will discover what is going on and then the high level adventures can begin. |
| Ishmayl04-05-07, 11:01 AM | This is very nice. I would also like to hear a bit more about the Reyahn, as well as, do you use all the standard classes and races? You mentioned an equatorial band of settlements. Are we talking one large settlement that encompasses the entirety of said band, or many smaller settlements. Also, are there people who live in the frozen tundras and wastelands for the simple fact of escaping the Reyahn? I'm very interested in where you take this campaign; it has a feel much like one I started to create a few years ago, but was unable to complete. |
| punching bag04-05-07, 11:17 AM | Well, my next steps are to actually create the Reyahn in game terms. I haven't completely worked it out yet, but I'm tossing around a few ideas. One of which is that the Reyahn's bodies will be created from a mineral that has to be mined from planet. Since they will be "created", there is no reason why they can't come in different varieties, i.e. standard humaniod forms, large forms, winged forms etc. I can also see a secret facility called the "soul forge" where the souls of the dead are collected and inserted into the newly manufactured Reyahn bodies. I'll keep you guys posted on the next steps. Ishmayl: Some good ideas there, especially the ones dealing with pockets of people living in the tundra! They might even be "free".... As for the settlements, I see a number of cities which will be the primary "breeding" centres, and some small satellite facilities for agriculture, mining, forestry and industry. Depending on the nature of the slave population, the Reyahn will set up a garrison, complete with magistrates etc. There's also nothing stopping members of the slave races from signing up with the Reyahn either. |
| KeshFerrar04-05-07, 08:24 PM | Just a thought: Reyahns could be from the slave races... If they're just the souls of the dead, why not have them use the bodies they have at hand as a vessel-- sort of like possession. They look for the best bodies to possesses, expunge the soul, and then inhabit the body. When the body grows too old, they find a new one, move on, and let the other rot. It would give the slaves even more reason to hate, fear, and despise the reyahns. Plus it opens up infiltration options on both sides. Only one low level adventure came to me that was a little different: a murder/monster stalking the slaves that the reyahns don't care enough about to stop |