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The Source: An opening

Started by Endless_Helix, April 05, 2007, 06:16:35 PM

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Endless_Helix

This is an idea that's been bouncing around in my head for a while, collecting bits and pieces of other ideas. It's got bits of my other settings plugged in where they fit, and plenty of borrowed (stolen) material thrown in. The campaign is almost certainly going to be run using standard d20 rules, simply because it's a fairly simple system that a lot of people know how to use. It's roleplaying problems and tendency to center on violence are very much in keeping with the probable end result of the setting. I also know it like the back of my hand.

The Source: A Basic Summary of the Setting

The Source is the name of a large glowing object in the center of the setting. It in many ways functions as a star, except it does not appear to actually "die". It's precise nature is still debated, some think it's a god, some think it's a rift in reality, some think it's a reaction to the void space which surrounds it, but most people don't really care; it doesn't change what it does for most people. It's effects are that it provides light, heat, and showers the Sephiroths that surround it in positive energy. The Sephiroths are where all the sentient races live. Each one is a world unto itself, with countries, races, etc. etc.

The races seem to stay fairly consistent between the "inner" Sephiroths. The outer ones get increasingly more dangerous and unpredictable. The three outside the inner four have been found to be habitable. The only similar thing between all Sephiroths is that they have the Source shining through. Wizards and other magic users use it as a focus for their transversal spells.

Themes + Current thoughts on the project.
-Knowledge can get you killed, or at least targetted. There are a lot of organizations with secrets and shady dealings, countries with covert agendas and all sorts of mysteries with teeth. Getting involved can be hazardous, mentally, psychologically, and spiritually.

-Good and Evil are essentially mortal constructions, and consequently right and wrong are up to the mortal in question. However, certain spiritual beings are Ideals personified. An Angel is literally a being of pure good, as a demon is a being of pure evil. Both are capable of anything, but the reasoning leading them to their actions are always going to be completely different. Many theorists believe that these beings were actually created by the mortals, or perhaps are reflections of us. No-one knows; every angel and devil has a different story to tell.

- Magic a tool. Society in all the inhabited Sephiroths uses Magic in a manner similar to how we use technology. It in many cases is instrumental to survival. It's fairly pervasive, but not every single person can use it. Consequently, there is no real way mass-producing it's effects. Mundane objects are mass-produced by magical means, but enchanting the objects is a hassel.

- Trades. This is going to be a recurring motif. Many NPC's are going to have made trades for more power, but at the cost of bits and pieces of their mortality.

-I'm probably going to try to stick to the SRD + the Magewright from the ECS, maybe the artificer... I don't think I'll go for Psionics, but in the Outer Sephiroths, who knows?

-Exploration and Mysteries are going to play a large part in how the world is consructed.

-Religions are not going to be completely good or evil or any real alignment. It's not really possible. There are good and bad people in all religions, and I'm going to try to show that, because there seem to be a real large ammount of evil cults in many published settings. I suppose that they make great enemies for PC's.

-Mortality has it's limitations. There are going to be things that are just so far beyond human capability and understanding that are just going to shred you with little more than a thought. Thus giving up your mortality can grant you power, but it limits your other options far more severely.
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