Around Shem, there are many people descended of the eugenicist breeding programs of Agikaan, Stolzen, and other similar nations. An objective understanding of these programs shows that they failed to create any sort of so-called "master race," but many people view anyone descended of more than one species as suspect because of the association with these breeding programs (even if they are not mixed-species because of those programs). A group called The Cull arose after the first Agikaani conquest thousands of years ago, a cult devoted to wiping out any mixed-species beings on Shem, a purist cult that draws in people by claiming a separate policy from the eugenicists, despite being, in their own way, also eugenicists.

In Agikaan, a leader of the Cull has set in motion a plot to effect his genocidal goals...

Arcs:
1. Orphanage:
At a small orphanage in Jenil, a group of children are playing in a field after curfew. The orphanage, run by an organization they are only vaguely aware of, is strict but not cruel. The children, heading back to sneak in, notice smoke in the distance. Creeping closer, they see the orphanage in flames, and a group of well-armed soldiers around it. They are seen and pursued.

Each child is actually a Savant, a person with an unexplained, special power or greater than expected ability of unexplained origin. Savants are often mistakenly connected to special Bloodlines, but they can be from any family, anywhere, any time. Each character must be mixed species and a Savant. Horror game.

PCs:

2. Blood Mastery:
Mastering a Gift is bending a Divinely-made object to your non-Divine will. In doing so, the Gift is warped, but also, your will is made a little more concrete, a little less subjective, as the Gift will then have the power to enforce your viewpoint (in a relatively limited fashion). The Tome of Genealogy is a Gifted Book that contains the genealogical information of every being that has ever lived on Shem. Noek, the leader of the Cull, mastered this Gift in order to distort it to his warped worldview. Players would be followers of the Eternal Mother seeking to steal it back.

PCs:

3. Atrocious Alliance:
Agents of the Eternal Mother have discovered evidence that the Cull has allied with the Stillborn Cult, realizing one of the Mother's greatest fears. A hidden fortress of the Cult's in Rothania is suspected to be the site of a collaborative mystical device. Players would be the agents raiding the fortress to find and destroy the device and discover definitively what the Cull and the Cult are up to.

PCs:

4. Camp Raid:
The legendary Agikaani breeding camps, by far the most advanced and dangerous of the breeding camps, attract the Cull. They often use them as bases because of the lingering arnum, which they turn into powerful weapons to use against innocent people. Cull leader Noek has been draining breeding camps of their power for over a decade, finding more and more in the rubble of the continent of Dabusen. At each one, he builds a new death camp in its place, bringing mixed-species beings there to work and die. Often, local governments find and destroy these camps, but sometimes they go unnoticed for years in remote parts of the wilderness (where the original breeding camps were often hidden). Players would be a motley crew of Anmaldan agents, agents of the Eternal Mother, mixed-species beings whose family members are in the camp, and others with vested interest in defeating the Cull--including Agikaani nationalists, if you prefer--who are raiding a former Agikaani breeding camp/current Cull death camp in the Anmaldan mountains.

PCs:

5. Hide and Seek:
Noek's most powerful lieutenant is a demonologist named Daroc who mastered the Rune of Child Finding to seeking Savants. In secret, he has arrived in the nation of Lohar with his Rune to find the many, many Savant children there. Players would be a group of children, some Savants, some not, being hunted by him through the dark streets of the city at night.

6. Bone Forest:
Neok's eldest child bride died in childbirth, and he sent her body with his most trusted agents to a region of Ovanim called the Myon Amoen (Bone Forest), a region controlled by a petty warlord named Khezhaer Mohod, a Raesian mystic, in order to have her turned into an undead bride. As payment, he sent also a dozen mixed-species prisoners. Players would be some of those prisoners organizing an escape from the forest.

PCs:

7. Consensus:
The libertarian organization called Consensus seeks to make all mortals Divine in order to end the hierarchy of Divinity and mortality. Their leader, known as the Warden of the Mark, is of Agikaani descent and opposes the Cull. When Noek contacts Consensus in order to purchase their services in becoming Divine, not knowing their leader's disposition toward him, he unwittingly puts himself at their mercy. Though he escapes, agents of Consensus proceed to hunt him and his servants. Players would be those agents, hunting Noek and his followers through Fetat in Agikaan.

PCs:

8. Sword of the Ancients:
The Sword of the Ancients is an Obiefune sword that summons the souls or memories of ancient warriors when used, and the Cull acquired it without knowing what it was. With Noek dead, his lieutenant Malaste has taken over the Cull and discovered this powerful weapon. Enraged by the loss of their leader, the Cull has rallied and brought all of their resources to bear in seeking revenge against Consensus. This would be a series of vignettes covering this strange, esoteric war across western Dabusen.

PCs:
Topic revision: r3 - 12 Nov 2021, SallyJaneBlack
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