Genre Poll
Posted: Wed Jun 08, 2005 5:32 am
Related to the Starting Level Poll, the Genre Poll is simply how much any particular backdrop appeals to you. Descriptions follow:
Endless Winter It's May of the year 1387, and Summer is not coming. The Ice Jarls have announced that they have stolen summer and won't give it back unless and until the tribes of the Winterlands give them vast tribute. With no choices left to them, the tribes have put together all the wealth they can and sent them North under the guard of their greatest heroes. The heroes have been charged to return Summer by any means neccessary. Earth map.
Historically the players fail in this quest and Summer really doesn't come.
Mother of Dragons The year is about 2800 BC, and Marduk has slain the mother of all dragons. The remaining dragons have their power and civilization shattered, arguably beyond repair. All of Mesopotamia is falling under the sway of humanoids, and factionalization has ruined any possibility of meaningful draconic resistance. The players represent the last of the clutches laid by the great mother herself, and are the first of the wyrmlings to never see Tiamat. Their task is to carve out an existence over the next thousand years in this new and terrifying world. Earth map, such as it matters.
A campaign for Wyrmling Dragons. Special Dragon rules will be used to make different colors and flavors balanced.
The Salt is Missing The year is 1312 and the people of Klaipeda have noted that the salt just isn't coming in from the mines to the East. Two weeks have passed and the caravan has not arrived. The power of the Wends has long been broken, and the liquidation of the Prussians by the Templars has begun in earnest. Earth map.
This served as the opening to one of the longest campaigns I've ever run.
Orcish Empire The year is 960 AD Karakhanid Empire is all shiny and new and the ancient Budhist heresies are being rapidly replaced with Islam. Clashes have just begun with the jealous Samanids over the Bukhara Oasis. The Emperor's inclusionary principles of governance have gained substantial loyalty from many of the savage tribes. The PCs begin as elite trouble-shooters for the Empire, navigating political turmoil, language barriers, crime and external threats. Earth Map.
Orcs, Goblins, Wererats, etc. are encouraged.
The Looting of the Temples The year is 1310, in central Borneo. The cycles of life have been relativley undisturbed for 1000 years, but now a religious war threatens to tear everything apart. Armed columns of Muslims are marching in from the North West, only to be met by invading Animist Tribes from the North East. The locals struggle to hold on to their culture and land in the face of a war between foreigners over their corpses. The jungle is being torn asunder by the invaders, and desparate measures are called for. Earth Map.
Historically the PCs lose this war.
Collapsing Empire It's just before the Anvil of Despair (the last time I gave a damn about the Rokugan storyline). The Empire is sickening even as the Emperor does the same. Oni ravage the countryside at will, and the clans have turned upon one another in a frenzy of ambition. A dark power rises in the south and there is no heir. The government has demanded additional levies to maintain order, but the clans are drawing their own bushi together to prepare for war. Nevertheless, castoffs and misfits are being sent into the Emerald Guard, because as yet no family is willing to completely refuse a call for troops. These relatively unwanted bushi must do the tasks that noone else is willing to undertake - to move the shadow back. Rokugan Map.
Wrath of the Giants It's 2000 BC in Ur, and the East is all turmoil and madness. The Giant King, long a position of only theoretical importance, has gathered the disparate tribes into a war machine of seemingly unstoppable might. The Farsis fell to their blades in only days, and the Western empires are hanging together in attempt to avoid hanging separately. The entrails have been read and the future does not look good. What is the secret to the new military and political success of Agran A'zheb? Earth Map.
A Sinking Ship The worlds overlap to a degree, and in the space between there accumulates flotsam from all of them. Lost ships, pieces of wood, and even people drift on the sea and all of them find themselves at last at The Island. Floating at the juncture between, The Island is composed of ships lashed together, driftwood tied together, and even the occassional piece of masonry, its towers extend 700 meters into the sky and trail at least as far under the water. From the halls and doors of The Island you can get anywhere, and trade from all over flourishes. But lately the portents have been ill. Great quakes have travelled through the halls, and the Southern Tower fell into the sea. Each of the factions has at least one answer as to what is going on, and open conflict seems the sure result. Modified Sygil Map.
Merchants of Venice The Renaissance is well under way in Venice and new power structures are emerging. The PCs are benefitting greatly as they are the trusted retainers of the newly powerful daCanal merchant family. Specializing in transportation, the daCanals wield wealth and power to rival the Duke's. But the family's possition is not without new dangers. Other merchant families are similarly rocketting to success and neither the aristocrats nor the clergy are especially comfortable with temporal authority being wielded by commoners.
Was Constantinople It's 1454 and the conquest of Constantinople by the Ottomans is less than a year behind. Old wounds flare up around the new injuries, and groups long suppressed by the Byzantines renew their struggles under the as yet untested regime. Sultan Mehmed II is soon going to enter his twentyfourth year, and Constantinople is being retrofitted as the capitol of his empire. But as the shattered remains of the war are cleared away, what wounds are being bared again to the light of day in this ancient Helenistic city? Earth Map.
It Ends in Darkness The Fourth World is at an end. Ah Kinchil has been slain at the hands of a mysterious assassin, and the sun does not rise. The night grows long, and the man-hungry jaguars prowl the sickening jungles around Teotihuacan. Whispers of madness and despair haunt the dreams of those who dare to sleep and even the light of flames is beginning to dim. A Fifth World must be born somehow, but the wisest of the sages have a tendency to be eviscerated. Earth Map.
-Username17
Endless Winter It's May of the year 1387, and Summer is not coming. The Ice Jarls have announced that they have stolen summer and won't give it back unless and until the tribes of the Winterlands give them vast tribute. With no choices left to them, the tribes have put together all the wealth they can and sent them North under the guard of their greatest heroes. The heroes have been charged to return Summer by any means neccessary. Earth map.
Historically the players fail in this quest and Summer really doesn't come.
Mother of Dragons The year is about 2800 BC, and Marduk has slain the mother of all dragons. The remaining dragons have their power and civilization shattered, arguably beyond repair. All of Mesopotamia is falling under the sway of humanoids, and factionalization has ruined any possibility of meaningful draconic resistance. The players represent the last of the clutches laid by the great mother herself, and are the first of the wyrmlings to never see Tiamat. Their task is to carve out an existence over the next thousand years in this new and terrifying world. Earth map, such as it matters.
A campaign for Wyrmling Dragons. Special Dragon rules will be used to make different colors and flavors balanced.
The Salt is Missing The year is 1312 and the people of Klaipeda have noted that the salt just isn't coming in from the mines to the East. Two weeks have passed and the caravan has not arrived. The power of the Wends has long been broken, and the liquidation of the Prussians by the Templars has begun in earnest. Earth map.
This served as the opening to one of the longest campaigns I've ever run.
Orcish Empire The year is 960 AD Karakhanid Empire is all shiny and new and the ancient Budhist heresies are being rapidly replaced with Islam. Clashes have just begun with the jealous Samanids over the Bukhara Oasis. The Emperor's inclusionary principles of governance have gained substantial loyalty from many of the savage tribes. The PCs begin as elite trouble-shooters for the Empire, navigating political turmoil, language barriers, crime and external threats. Earth Map.
Orcs, Goblins, Wererats, etc. are encouraged.
The Looting of the Temples The year is 1310, in central Borneo. The cycles of life have been relativley undisturbed for 1000 years, but now a religious war threatens to tear everything apart. Armed columns of Muslims are marching in from the North West, only to be met by invading Animist Tribes from the North East. The locals struggle to hold on to their culture and land in the face of a war between foreigners over their corpses. The jungle is being torn asunder by the invaders, and desparate measures are called for. Earth Map.
Historically the PCs lose this war.
Collapsing Empire It's just before the Anvil of Despair (the last time I gave a damn about the Rokugan storyline). The Empire is sickening even as the Emperor does the same. Oni ravage the countryside at will, and the clans have turned upon one another in a frenzy of ambition. A dark power rises in the south and there is no heir. The government has demanded additional levies to maintain order, but the clans are drawing their own bushi together to prepare for war. Nevertheless, castoffs and misfits are being sent into the Emerald Guard, because as yet no family is willing to completely refuse a call for troops. These relatively unwanted bushi must do the tasks that noone else is willing to undertake - to move the shadow back. Rokugan Map.
Wrath of the Giants It's 2000 BC in Ur, and the East is all turmoil and madness. The Giant King, long a position of only theoretical importance, has gathered the disparate tribes into a war machine of seemingly unstoppable might. The Farsis fell to their blades in only days, and the Western empires are hanging together in attempt to avoid hanging separately. The entrails have been read and the future does not look good. What is the secret to the new military and political success of Agran A'zheb? Earth Map.
A Sinking Ship The worlds overlap to a degree, and in the space between there accumulates flotsam from all of them. Lost ships, pieces of wood, and even people drift on the sea and all of them find themselves at last at The Island. Floating at the juncture between, The Island is composed of ships lashed together, driftwood tied together, and even the occassional piece of masonry, its towers extend 700 meters into the sky and trail at least as far under the water. From the halls and doors of The Island you can get anywhere, and trade from all over flourishes. But lately the portents have been ill. Great quakes have travelled through the halls, and the Southern Tower fell into the sea. Each of the factions has at least one answer as to what is going on, and open conflict seems the sure result. Modified Sygil Map.
Merchants of Venice The Renaissance is well under way in Venice and new power structures are emerging. The PCs are benefitting greatly as they are the trusted retainers of the newly powerful daCanal merchant family. Specializing in transportation, the daCanals wield wealth and power to rival the Duke's. But the family's possition is not without new dangers. Other merchant families are similarly rocketting to success and neither the aristocrats nor the clergy are especially comfortable with temporal authority being wielded by commoners.
Was Constantinople It's 1454 and the conquest of Constantinople by the Ottomans is less than a year behind. Old wounds flare up around the new injuries, and groups long suppressed by the Byzantines renew their struggles under the as yet untested regime. Sultan Mehmed II is soon going to enter his twentyfourth year, and Constantinople is being retrofitted as the capitol of his empire. But as the shattered remains of the war are cleared away, what wounds are being bared again to the light of day in this ancient Helenistic city? Earth Map.
It Ends in Darkness The Fourth World is at an end. Ah Kinchil has been slain at the hands of a mysterious assassin, and the sun does not rise. The night grows long, and the man-hungry jaguars prowl the sickening jungles around Teotihuacan. Whispers of madness and despair haunt the dreams of those who dare to sleep and even the light of flames is beginning to dim. A Fifth World must be born somehow, but the wisest of the sages have a tendency to be eviscerated. Earth Map.
-Username17