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Preambles:

Silent Scorn, Inside Rage - Age of Waves, May 12

Things We Can't Replace - Age of Stone, May 19

Doubtful Mind - Age of Flames, May 26

All My Troubles Seemed So Far Away - Age of Winds, June 14

With Sticks And Stones - Age of Beasts, July 31

Givin' Our Souls to the World - Age of Leaves, August 7

The Exposition Universelle - Age of Flames, December 11 - Christmas Special

Other tyrants:

The Chrysanthardius - Gusto's proposed one off, details hazy

Inheritance - Rags' proposed one off, Age of Stone. You may have just inherited a fortune!

Satherian Heist - Dani's proposed one off, Age of Storms. Rob the Sathers!

A few random suggestions:
  • Include at least one or two Gifts in the session
  • Pull villains or other characters from the lists of Immortals, if you'd like
  • Bring your own philosophies to the table (I very much subject you to mine)
  • Don't worry about how good it is. Seriously. Fuck it. Have fun.
  • I tend to focus on spheres/aspects, and will talk them up, but disregard them if they get in your way. Essentially they're just short hand for ideas, or sources of characters/items
The Age after the Movies Campaign is split into the following: Age of Waves:

The world is entirely underwater, save the World Tree's mid- and upper levels. Non-aquatic races live in complex floating cities made of ships and boats and detritus of the past civilizations. Some live outright on ships. Tech-level is steampunk.

Underwater, the world is a dolphin-ruled realm of wonder, with a flowing caste system that includes all aquatic races. Everything is based around currents, but the dolphins are always on top, and the gremkaul and deep ones are always the enemy. Tech-level is high magic fantasy medieval.

The moons remain dry, and some have gone there, but the underground world is flooded.

Subspheres: rivers, oceans, reevers/sailors, currents (watery kind and otherwise), fluidity, rains, vapor, waves (watery kind and otherwise), Thaw (season)

Complementary spheres: ice, darkness, air (in the guise of "wind" for sailors), science, force, moons, knowledge, skill, harvest, chaos

Opposing spheres: fire, ice, weather, force, famine (in the guise of "drought"), sun, pestilence (in the guise of "pollution"), order

Age of Stone:

The world's water has receded and the Champion of Earth has taken over. Technology was mostly lost in the rise of the continents, but some artifacts remain. The usual mix of trains, guns, and medieval tech exists. The world is split into five different major regions: the dwaven-held surface realms, where the Hammer is dominant and works of stone are glorified; the dwarven-held underground, where the Hammer is dominant and works of stone are glorified; the surface realms ruled by his smiths, which have a more metallic focus; the seas, which are in revolt and seeking to return to the old Age; and the underground regions ruled by the Hammer's smiths, which has a more metallic focus.

No one knows why the Champion doesn't step in and speak his will, explaining which side he falls on--Metal or Stone (Steel Alliance or Akazadian), but the truth is, he remains ever silent in the disputed (civil war-torn) capital of the world, Ironhall.

The moons are dominated by the Hammer's people as well.

Subspheres: stoicism, stone, dirt, cavern, gem, metal, mountains, tectonics, smithing

Complementary spheres: metal, force, science, moons, fire, flora, wisdom, harvest

Opposing spheres: air, weather, force, famine (in the guise of "barren land"), pestilence (in the guise of "pollution")

Age of Flames:

The temperature of the world has risen as the Champion of Fire has taken command. The average day is now 90 degrees. Deserts and jungles have expanded, tundras and swamps have receded. The Champion of Fire rules a large empire called the Kitsune Empire, which has territories on all eight continents, underground, underwater, and on the moons. The rest of the world is split between the other fire-races: ka'ar (Northern Taggarus), weretigers (Southern Ranu), fire dwarfs (Southern Ailanea), fire gigans (Western Palhur), tigrians (Southern Taggarus), red dragons (Central Palhur), ifritii (Fasune), magmammon (Eastern Ansulym), and salamanders (Central Taggarus).

The last spots of resistance are the underseas, where the Champion is weak, and Merukis, where hold outs from the last two Ages fight for survival.

Subspheres: Beltane (the Seasons), passion, smoke (and deception), heat, magma, volcanoes

Complementary spheres: sun, vision, metal, force, science, fauna, dragon, air, hunt, skill, cosmos

Opposing spheres: water, ice, darkness, earth, flora, force, moons, cosmos, despair, famine ("starving a fire"), harvest

Tech-level is 19th century.

Age of Winds

The continents have risen 200 miles into the air, expanding the atmosphere. Everyone is isolated from each other, save those who can fly. The airship makers have expanded dramatically. Technology otherwise is mostly lost, leaving the world in a post-apocalyptic medieval mess. Small countries make up the surviving civilizations, and the major nations are all lost or small and weak. City-states dominate the landscape.

Except in the Desert of the Winds and along a belt that wraps at an odd angle around Shem, where the Champion rules. This realm is dominated by wind-based technology, faithful, and magicks.

The realm on the surface is a layer of clouds, and a civilization of cloud-walkers dwells there. Beneath that, no one knows (read: MAKE IT UP!). The aquatic races are considered "lost" and underground races live in caves on the floating continents. The moons are inaccessible, but they have grown atmospheres, driving out many lunar races to wild space.

Subspheres: mercurial, currents, freedom, tornadoes, flight, speed

Complementary spheres: travel, science, force, dragon, skill, cosmos, moons, sun, chaos, luck

Opposing spheres: earth, metal, force, order, fate, pestilence ("pollution"), despair

Age of Storms:

The cloud regions have become violent storms and risen in massive stormy pillars to encircle the continents. The world is awash in storms, violent, dangerous storms, and airship technology has evolved to deal with it. The Champion of Weather rules from his home in the Taggaran mountains, his booming voice heard the world over. Much of the world has fallen into a cult that follows his apocalyptic ravings and mad demands of power. The rest of the world lives in fear, or in deep caves where it's considered safe. The atmospheres of the moons are also violent storms. The aquatic races are still lost, and civilization is reduced further. Same tech-level as the Age of Winds, but with a different focus.

Subspheres: climate, pressure, patterns, lightning, rains, clouds, primal

Complementary spheres: air, force, science, dragon, water, fire, chaos, order

Opposing spheres: earth, metal, order, chaos, force

Age of Leaves

The storms have subsided and the world returned, miraculously, to normal when the World Tree's branches set it gently down. The Champion of Flora rules, and her order of bow-bearing monks police it. None are allowed to harm nature or pollute it. All polluting technologies have been destroyed, and everything is returned to a simpler time. Indeed, cities have been disbanded in favor of small nature communes. Only Merukis and Madziar remain unaffected, for now, and even they are greener. Deserts are turning green, as are tudnras. Plants flourish. The moons are also green, and the undersea is flush with aquatic plants. Even underground, there are plants.

Subspheres: growth, nature, respect, heritage, alternation of generations, forest

Complementary spheres: water, air, earth, harvest, science, hope ("Spring" and flowers), life (and Rebirth), healing, pestilence ("poison"), fauna ("insects")

Opposing spheres: fauna, pestilence ("pollution"), fire, despair, ice, famine

Age of Beasts

The green world still remains, to an extent, but the animals have become dominant and more fierce. Beasts, legendary animals, and even normal animals rule the world with the Champion of Fauna and her Court of Beasts. Each continent has a Beast Servitor as ruler, and the seas and underground and moons do as well. Civilization is gone, and the world is a primal, almost prehistoric place, save for some huge temple cities and early civilized areas. Madziar and Merukis, once again, survive as the exceptions, but even they are more base. Tech-level is prehistoric with random artifacts.

Subspheres: primal, nature, predator/prey, any subgroup of animals

Complementary spheres: life, water, earth, air, flora, harvest, science

Opposing spheres: hunt, flora, pestilence, famine
Topic revision: r3 - 02 Feb 2012, BillyRayStupendous
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