Wednesday, December 7, 2016

Flames of Rebellion - Luke's Questions

What's the Big Picture? What's going on in this setting that makes it ripe for adventure. What's changing, evolving, declining?

The Dornish society, long dominated and ruled by their southern neighbors, the Sarcosans, are inching toward rebellion.  A few Northern Houses, like House Dale and House Redgard, are vocal proponents of rebellion.  House Torbault, the current Dornish ruling House, opposes rebellion and will go so far as to take up arms against their brothers.

Unbeknownst to the the two kingdoms, the great evil, Izrador the Fallen, is stirring to the north after a 1000-year dormancy.  He has sent spies and infiltrators into the kingdoms of Man to search for those he can manipulate to his ends.  His hand stokes the wrath of the Dorns and drives them toward rebellion.

Little is known of what transpires within the Elven and Dwarven kingdoms as they’ve had little to no contact with the Humans for hundreds of years.

What's the world's culture? What are the cultural analogs? Analogs can be taken from historical earth, current events or fantasy works.

The Dornish people are analogous to Vikings and Scottish Highlanders.  They are large, boisterous, and prone to violence.  They have suffered greatly under Sarcosan rule and they are a broken and desperate people now.

The Sarcosans are analogous to the Mongols and Arabians.  They are masters of horse and science, both of which they make use of to conquer their foes and dominate the continent of Eredane.  Sarcosan cavalry is greatly feared and with good reason.  Sarcosan science has allowed them to master the alchemical arts, creating weird mixtures that can be used in a variety of ways, from a simple light source to the scourge of the battlefield, White Fire.

What's the conflict in which the characters are involved? What are the sides? What's wrong?

The players may choose to side with the Dornish houses in their bid to overthrow their Sarcosan masters.  They may choose to fight against the rising tide of darkness in the north, taking the fight to Izrador and his dark hordes.  They may choose to side with the Sarcosans, attempting to keep peace in troubled times and quell the ridiculous Dornish rebellion.  They may choose to play as agents of Izrador, looking to foment rebellion and soften the Human kingdoms for the coming invasion.

 What physical place does this conflict take place in? What ecology, environment, place?

This campaign takes place on the continent of Eredane in the Midnight RPG setting.

What's the name of the most important place in this setting? Not the capital or any dumb shit like that, but THE PLACE where all the action goes down?

With luck, the action will range up and down the continent, from the Icy crags of the far north, beyond the Fortress Wall, to the Kasmael Sea in the south where Sarcosan traders cut the waves on their way to sell their products in the exotic ports of far off Pelluria

What's the name of a faraway place that folks talk about, dream about or mutter under their breath about?

The Scar, an area far to the north of the Fortress Wall, is said to be the place that Izrador landed after he was Sundered from the realm of the Gods.  From the Scar, in an area known as the Veil of Tears, His shadow spreads across the land and corrupts all it touches.

Who are the antagonists? Who is opposing the goals of the characters?

TBD after character burning.

Imagine all of the characters are standing a room/ruin/field with the antagonists or their minions. What do the antagonists want from that meeting? What do the character want from that meeting? That's where your game begins.

TBD after character burning.

Alternately, imagine the characters standing at the scene of some great disaster or calamity clearly caused by one of the antagonists. What's the disaster? How did it happen? What are the characters going to do about it right now?

TBD after character burning.

What type of magic exists in this world? Pick one or two of the magic systems: Faith (and Blasphemous Hatred), Sorcery (and Abstraction), Natural Magic, Spirit Binding, Summoning, Enchanting.

Magic in Eredane is rare among the Humans (though quite common among the Elves).  The ability to practice magic is trait that is determined at birth.  It appears to be a completely random trait, never passed down from parent to child.  Those among the Dorn born with the gift are known as Galdr, or Chanters.  The Sarcosan gifted, known for having blue eyes, are called Starborn.  They are feared yet respected in both societies. 

There is no Faith on Eredane as the world has been cut off from the Gods by Izrador’s Sundering.  Faith is available, however, to those who choose to worship the Fallen One.

If Sorcery is used, what's it's idiom? Does it require speech? Gestures?

TBD after character burning.

If Sorcery is used, what spells are available? Which spells are inappropriate to the game world?

TBD after character burning.

If is Faith used, what is the Faith idiom? What are the religions? Is Faith universal or does it only affect believers?

Faith is universal but the touch of Izrador cannot be disguised.  Non-believer affected by Faith know they have been touched by Izrador.

What character stocks are in play in this world? Which are restricted and why?

Players may choose to play Human, Elf, or Dwarven stock as long as they can justify it in the fiction.

Will you allow only character burns or will you allow monster-burned characters as well?

No monster-burned characters will be allowed.

What cultural traits apply to the characters of this game world? Pick three character traits for each culture.

Dorn Cultural Traits:

Born of Steel (Dt)
The Dorns have always been a people of strong stature and great build. Their physical prowess and fitness is renown amongst the lands of Eredane and is one of the chief factors which have allowed them to combat their occupation and survive under the iron heel of the Sarcosans.
Due to the Dorn’s physical prowess, a starting character receives the Robust Die Trait for free.

Stern Demeanor (Char)
Dorns receive this character trait for free due to their inherent visage of hardness. Even a calm and merry Dorn will appear quite imposing and unsettling.

Sarcosan Cultural Traits:

Stargazer (Dt)
The common belief in the influence of the stars is widespread among those of Sarcosan descent. As a result, deference to the favor of the stars is given whenever possible; crops are harvested, marriages are sealed, and even raids are planned by the alignment of constellations.
Because of this natural affinity those of Sarcosan descent begin play with Astrology available on the character’s Master Skill List whether he would have taken a Life-path with Astrology available or not. The skill may be raised as normal with regular or general skill points.

Horsefriend (Char)
Above all else, the Sarcosans are a people of the horse. Their long history is one intertwined with and dependent on horses and it is they who first brought them to Eredane. It was from horseback that the Sarcosans built their great empire, it was from horseback that they rule Erenland.
Due to this ingrained element of society, Sarcosans begin play with the Horsefriend Character Trait.

Child of the South (Char)

The Sarcosan race is a people in stark contrast to their Northern neighbors. Rather than the milky white flesh of the Dorns, the Sarcosans bear an olive tone to their demeanor which tells of their ancestry of Pelluria. This allows a character of Sarcosan descent to be readily recognizable by any of the races of Erenland with even the most miniscule intelligence.