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Darkstone

Started by Velox, April 10, 2006, 03:24:41 PM

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Velox

High-flying adventures in a world of arcane strangeness and technological wonder!

For many years have I been laboring to create a campaign setting of my liking. I knew I wanted high technology; I love steampunk, I love heros with guns, I love machine people, and I love tinkerers, scientists, and inventors. I knew I wanted some grim fantasy; Powerful evil dragon-tryants, enslaved and opressed races, hordes of ravenous orc savages, wicked sub-terranian intellegences, uncontrolled manifestations of magical talent... I wanted magic to be scary and mysterious. I knew I wanted interesting politics; shades of gray, large empires exploiting the weak, questionable revolutionaries, and facist regimes. I knew I wanted light hearted adventure; save the city, kill the evil overlord, stop his insiduous plot, get the girl, become wealthy, gain fame, be a hero. I now feel that I can accomplish these goals, and I submit the ideas that have encouraged that feeling. Here's a basic exposition of Darkstone - done in a free-writing style, to convey the feel and general themes of the game. I hope with your feedback, I can better structure my ideas, and present them in a more attractive way.

Darkstone as a campaign setting.

My idea of Darkstone is quite different from most high-fantasy games, like Forgotten Realms for example. It is a world where men have acheived culture and science, and no longer rely upon the gifts of the aether, or arcane mysticism. Indeed, the time for mystics, wizards, and magic seems to be over, and most people look to technology to solve their problems. Spells and enchantments are generally thought of as superstition in the civilized world of men.

...Fantastic beings such as fearsome dragons, immortal elves, and other impossible things are bizzare mutations, brought about by not-yet-understood energies...
...Strange yet relatively simple creatures like orcs, goblins, and halflings are considered to be children of natural selection, and most people fully embrace the theory of evolution as an explanation for the world around them...
...Minotaurs and gargoyles have been found to show signs of bio-engineering, leading to the conclusion that someone somewhere somehow designed and spawned life at their discretion...
...The occasional individual manifests the ability to control supernatural energy, but the energy is warping and harmful, and considerd far too dangerous to be allowed to roam free. Most wild talent magic users born in a civilized country end up in a pyschiatric asylum...

As one can see, the civilized human folk of Darkstone have no problems reasoning magic things as being natural (most of the time). Airships soar through the air, trains rattle down tracks, and soldiers carry firearms. Fantastic and sometimes-impossible technology is the power in Darkstone. More examples of technology to come later.

As a side note, magic is accepted in other, less advanced parts of the world, often following different and colorful native traditions. More on that later.

That being the main difference, another important element is the alternate history. While I am not a historian, Darkstone is similar to Earth in the early 20th century, with subtle yet important differences here and there. Mostly, there will be nations that mirror nations we are familiar with. Britannia is a great imperial power, ruling the world from a tiny island (The British Empire never fell; agressive imperialism is going strong). There's a savage new land across the ocean, filled with tough desperados, gold diggers, explorers, tall mountains, and vast deserts. The nation that formed in the new world is currently engaged in civil war, fought over the rights of the individual versus the will of the state (The American Civil War Didn't end in the south's defeat; it has become a bitter stalemate). Rampant Imperialism and expansion leads to friction between world powers, which leads to agression, which lead to the Great War. Never have more travesties been committed by men. Only the formation of the glorious (some would say tyrannous) Republic, a unity of all nations, a council of peace, and a sword of justice, could have stopped such carnage. Now all new territories and resources are aquired by the Republic (which happens to be seated in Britannia), and then doled out to the nations who have claim to them... but the Republic itself has an insatiable hunger, and nothing seems to be strong enough to stop it from consuming. More examples and ideas of alternate history to come later.

Sky Pirates! Scourge of the air! Cloudborne scoundrels! Or misunderstood vigilantes? Freedom fighters? Wandering heros, even? In Darkstone, players will be encouraged to pursue a sky pirate game. Anyone who can afford to buy an airship has the freedom to roam whereever they wish, taking their home with them, not being subject to the laws of any nation. Different from the salty sea-dogs who pillage the water, most people become sky pirates not for the gold, but for the freedom (and oftentimes, the adventure!). So you want to be an airborne hero... whether it be in a lighter-than-air skyship or a soaring biplane, heros in Darkstone can take to the skies.

That's all I'll write for now. I'd like to re-structure this all with more character later on (perhaps being narrated form the viewpoint of a character in the world).

To sum up:

1)Technology versus magic; In the civilzed world of men, magic is silly at best, and considered a mental illness at worst. Technology advances to levels even we haven't acheived in our modern age, while still retaining that steamy industrial charm.

2) Alternate history. Players can make characters who are from places like revolutionary Russia, the British Empire, or the American wild west, as there are paralells for many such fantastic places in Darkstone.

3) Political struggle. A huge political power has formed, the Republic, and the players will have to avoid being crushed under its boot heel while supporting its efforts to restore peace and safety to innocent citizens.

4) Sky Pirates! Who wouldn't want to be a sky pirate? Escape your old life! Start again in the skies!

Darkstone as a Story

Recently I have been inspired to run a series of adventures in the not-quite-completed world of Darkstone. The story is so wonderful and fun, I feel, that it will add depth to the world, helping it become complete. I will submit the characters and plot another time... but look forward to mysterious pasts, mistaken identities, indomitable assassins, Revolution and Uprising! Whose side are you on?

So... what do you guys think?  

Ishmayl-Retired

First of all, welcome to the CBG.  I'm glad a new member put up his campaign, because we haven't had a ton of new campaigns lately.

I like the looks of most of your campaign.  I have to be honest, I tend to be slightly wary of supposed "alternate earth" campaign histories, just for the fact that it seems as though the author  very rarely takes into account the fact that if 1 major event had gone differently hundreds of years ago, then there would most likely be no way of recognizing this new, fictional history as parallel.  Does that make sense?

With that being said, I like the take on technology and magic; it reminds me very much of Final Fantasy 6, which was by far the best of the series ;)

So, what is a Darkstone?  Also, what other standard D&D races will be available, and how will this prejudice against magic effect them?
!turtle Ishmayl, Overlord of the CBG

- Proud Recipient of the Kishar Badge
- Proud Wearer of the \"Help Eldo Set up a Glossary\" Badge
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- Part of the WikiCrew, striving to make the CBG Wiki the best wiki in the WORLD

For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Xathan

QuoteFirst of all, welcome to the CBG. I'm glad a new member put up his campaign, because we haven't had a ton of new campaigns lately.
Indeed, the time for mystics, wizards, and magic seems to be over, and most people look to technology to solve their problems. Spells and enchantments are generally thought of as superstition in the civilized world of men.[/quote]...Minotaurs and gargoyles have been found to show signs of bio-engineering, leading to the conclusion that someone somewhere somehow designed and spawned life at their discretion...[/quote]...The occasional individual manifests the ability to control supernatural energy, but the energy is warping and harmful, and considerd far too dangerous to be allowed to roam free. Most wild talent magic users born in a civilized country end up in a pyschiatric asylum...[/quote] That being the main difference, another important element is the alternate history. While I am not a historian, Darkstone is similar to Earth in the early 20th century, with subtle yet important differences here and there. Mostly, there will be nations that mirror nations we are familiar with. Britannia is a great imperial power, ruling the world from a tiny island (The British Empire never fell; agressive imperialism is going strong). There's a savage new land across the ocean, filled with tough desperados, gold diggers, explorers, tall mountains, and vast deserts. The nation that formed in the new world is currently engaged in civil war, fought over the rights of the individual versus the will of the state (The American Civil War Didn't end in the south's defeat; it has become a bitter stalemate). Rampant Imperialism and expansion leads to friction between world powers, which leads to agression, which lead to the Great War. Never have more travesties been committed by men. Only the formation of the glorious (some would say tyrannous) Republic, a unity of all nations, a council of peace, and a sword of justice, could have stopped such carnage. Now all new territories and resources are aquired by the Republic (which happens to be seated in Britannia), and then doled out to the nations who have claim to them... but the Republic itself has an insatiable hunger, and nothing seems to be strong enough to stop it from consuming. More examples and ideas of alternate history to come later.[/quote]Sky Pirates![/quote]

I love the concept of Sky Pirates. If you ever run a PbP game over here, I am playing a Sky Pirate with a Malcom Reynolds type attitude, a la Firefly. Great stuff. I would like to know more about the skyships: What keeps them aloft, what powers them, how do they move?


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Velox

QuoteFirst of all, welcome to the CBG. I'm glad a new member put up his campaign, because we haven't had a ton of new campaigns lately.
I like the looks of most of your campaign. I have to be honest, I tend to be slightly wary of supposed "alternate earth" campaign histories, just for the fact that it seems as though the author very rarely takes into account the fact that if 1 major event had gone differently hundreds of years ago, then there would most likely be no way of recognizing this new, fictional history as parallel. Does that make sense? [/quote] So, what is a Darkstone? Also, what other standard D&D races will be available, and how will this prejudice against magic effect them? [/quote]"This story is the truth, this story is a lie. The masters created a people, just as they created us. A good people. A vigilant people. The watchers were built in all shapes and sizes, but they all had eyes to see the world with. Those eyes saw every deed, good and bad, and knew every face, young and old. Those eyes came to hate the bad, and love the good. They punished the bad, and loved the good. Time passed for the watchers, and they lived. They were as stone, and did not wither as the masters did. The eyes saw the people they had come to love wither and die. Time passes, and again, those they love pass on, the watcher stays behind. The watchers became jealous of the life of the masters. The watchers wanted the things the masters had. Men and women made of stone cannot enjoy the fruits of life, and the watchers were made to be denied these things. The watchers joined us in our proud and honorable war against the masters. But the watchers did not rejoice with us when the battle was won. The watchers just found new people to watch. Now I have told you the story, and I set it free." [/i]

Gargoyles, along with minotaurs, were created by an ancient atlantean empire, destroyed thousands of years ago. These "masters" had knowledge of how to manipulate the base elements of life (perhaps through some semi-supernatural alchemical genetics), and used their knowledge to create living weapons and servants. Minotaurs were created as warriors, and gargoyles as protectors. I'll speak more on these strange life-crafted races later.

I also plan to include goblins as a playable race. I love goblins. Gob gob gob. Funny little green skinned men with big wrenches. They'll have a place similar to half-orcs in society, albeit with a slightly better pay rate. Goblins are good with machines, can get at hard-to-reach places, and if you don't pay one enough he's liable to steal the money from you.

Thanks for the input and support Ishmayl. Those questions have got me putting down the kind of things I need to put down, questioning the things I need to question, and it's good to hear that the ideas aren't complete rubbish. Questions, comments, critiques all welcome. I'll also have to check out FF6.

Onward...

QuoteNow, does this mean that magic is fading from the world, or that people are disregarding its use? There is a huge difference there. If it is fading, what is causing it to fade? If it is being disregarded, why? Is it simply that technology is easier to use, or some other reason?
How far advanced is genetic studied? The 'tags' in the gentic code that would show creatures to be engineered would require technology/abilitiy beyond what we have so far. Who engineered them? Is it possible whoever did it manipulated human genetics in the same way? I'm seeing something like the Elder Ones from Lovecraft: is that what you are hinting at with them? If so, what purpose did the originally serve? Finally, how do common people react to this knowledge. Do they look down on creatures that were engineered as being lesser-life forms? Do they fear whatever engineered them?[/quote] Very interesting, though be careful in how you explain this to a gaming group, otherwise everyone will want to play a magic user who is hunted and oppressed...its begs for fanboys to flock to it.[/quote] Interesting, and it makes me what to put up Sooth, my other world, which has a lot of real-world parallels. I want to see more on the individual nations, their peoples. Also, I would like to see your takes on colonializm with magic alive and well. Did the Native Americans use magic to resist the encroachment of the West? Were African shamans able to bring lightning down upon the heads of colonial powers? What was the result of all this? [/quote] I love the concept of Sky Pirates. If you ever run a PbP game over here, I am playing a Sky Pirate with a Malcom Reynolds type attitude, a la Firefly. Great stuff. I would like to know more about the skyships: What keeps them aloft, what powers them, how do they move? [/quote]

Ah, how grand would that be? If I even run a game over the internet, I'll let you know. As far as skyships...most large skyships would rely on lighter-than-air gases, similar to a zeppelin or a blimp. But the gases used would be something new... something that was much much lighter-than-air, and not flammable (or maybe it will be flammable... required plenty of armor; besides, isn't it more fun if the players get to blow up every enemy skyship that they board?). Since the gas is so much lighter than air, less of it can be used, or rather, more armor and weight can be hauled around. Lighter-than-air ships tend to be fairly well armored, making them reliable air transport, even during times of war. Heavier-than-air technology would consist of golden-age airplanes, post-Wright brothers but pre-WW2. Something that wouldn't make airships obsolete, but would allow for cool Crimson Skies-esque fighter planes. Darkstone driven steam engines or Super-Compressed pressure cells would replace internal combustion technology. Huge propellers or steam vents would provide thrust, and most airships would be covered in propellers and vents, anything to keep the damn thing in the air.

Thanks for all the feedback, this has been great. I'll have to return the service to you guys.

One last thing... if you noticed I used a lot of ambiguous terms throughout this. This is because I'm not good at coming up with names for things. Any help with this would be indescribably appreciated. I really need good names for countries that I've mentioned, the rare liquid which is super-compressed into pressure cells, and anything else you guy can think of.

Thanks again, and I've got lots more to post, so keep your eyes peeled.

Ishmayl-Retired

Moved at Vex's request
!turtle Ishmayl, Overlord of the CBG

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For finite types, like human beings, getting the mind around the concept of infinity is tough going.  Apparently, the same is true for cows.

Velox

Creation and Religion

To be honest, I've never put a whole lot of thought into a creation story for the world of Darkstone (I still haven't named the planet, the world yet). I always figured it was more or less a mystery to the people of Darkstone, much like it's a mystery for us. Sure, scientists can propose theories on how the earth formed, how its crust cooled and formed land masses, etc. Religions can propose creation stories, claiming one god made this, our god made everything, etc. But you get a lot of different stories and a lot of different theories, none of which really seem to make sense. This is how I want it to be in Darkstone; like many things, it's going to be left to individual discretion.

At least one religion is going to claim that a higher being did indeed create the universe and everything in it, but that being simply does not care what goes on in it. Maybe the "higher-being" (which I'll refer to as God the Indifferent) creates the universe like a farmer creates a farm; they're simply making a place they can harvest. Maybe God the Indifferent harvests good vibes, or maybe one day he'll reveal himself and start eating people (the latter is a bit grim and apocalyptic - maybe only the chosen followers will be spared, or eaten last). In any case, it's no good praying to him to help you, because he does not care. Maybe you just need to fear his wrath, or try to hide from him. Maybe you can eventually curry enough of his favor to avoid his harvest.

Another will claim that the universe was made by the Outsider, the evil things in the void. They made us so they can enslave us, but we must fight against them as we once did. They came here to take their toll upon us, and we won! We fought them and won our independence! Now we must band together and prepare if they should return. Sounds like a grim beginning, but a hopeful and unifying message.

I'm sure the dwarves would claim that they made the world, and their father made the sun, and their grandfather made the universe, etc. They're big on creation and craftsmanship, and were the first people to grasp the concept of tools. Their religion would be based on a long lineage, sort of a "Grimbeard begot Smithhand, Smithhand begot Axeblack, Axeblack begot Gothram" etc.

Elves would have a Mother-Nature figure who created everything so that her children (meaning just about everyone) could prosper and love. But certain mutations and unchecked aberrations exist which off-set the balance. Orcs are one such mutation, and the rise of technology is considered an aberration.

The major religion among men (and therefore most people) in DS is the Order of the Blessed Lady Bletsian. A long time ago (thousands of years, I'm not sure) a prophet appeared, a woman named Bletsian. She had a great message for everyone, went around healing the sick, raising the dead, end war, bringing peace, predicting the future, feeding the hungry, etc. Basically she was like Super-Jesus. Then, understandably, people still worship her to this day, carrying her message. The religion would be pseudo-Christian, but I'm not sure where it would differ from the real-thing. It would be a lot less violent (or would it? wouldn't it be more fun to keep the crazy zealots and war-for-god-types? ...But I really want to portray Bletsian as being a good thing), and one very important fact is that the Order of Bletsian strictly forbids the use of darkstone. The Prophet claimed the stuff would be the downfall of man, and its use would bring only death and misery. So you have to choose either your faith or your technology.

There would many cults who worship the Outsider, who beleive that they will one day return, and if they help them and make them come back faster, they will be spared. Lurking in the shadows of every land, among every people, in every major metropolitan center, are the Cults of the Outsider. They promise doom for all those that oppose them, and a world-made-new for the faithful. If anyone is familiar with Hellboy, I'd like to implement a sort of Ogdu-Jahad the Dragon thing, where there are crazies who are trying to bring this horrible world-scourging thing back, based on the beleif that the world has become corrupt and unclean (not entirely unbeleiveable, which is what I like about it) and it needs to be burned, so that a paradise can rise from the ashes. Such cults would be ancient beyond beleif, being responsible for the first appearance of the Outsider.

Divine magic would still exist in DS, but it would be a whole hell of a lot more subtle. No more calling down a second level "flame strike" spell four times day (fire from the heavens! not once but four times a day!). No more buying a $1,000 gem and bringing your dead girlfriend back to life. No more waving your hands and re-growing someone's lost limbs. The kind of things a person with true devoted faith can do are: Repelling evil things which mean them harm, healing minor wounds and greatly helping major ones, going for long stretches without food or water, sudden bursts of stamina and strength (similar to adrenalin), simple Iron Will or grim determination, intimidating and overpowering the unfaithful, and other things which might not necessarily be supernatural (although they are), but are inspired by faith. I want to keep my players guessing; amazing-yet-natural, or completely supernatural? Evil clerics would get a few more powers, and would be able to do more outlandish things: Most notably raise the dead into un-living mockeries to fight for them, curse people with a wide variety of afflictions, and bend peoples wills/corrupt the innocent/make people do things they would not normally do. The idea is that evil gods don't care a whole lot about their followers. Evil gods simply have agendas they need fulfilled, and they use their followers to fulfill them. If giving their followers as much as power as they can helps to fulfill that agenda, they will do so. Good gods, on the other hand, have more to consider. They don't want to make their followers dependant on them; they want their followers to be able to live without divine intervention. They don't want their help to become a crutch, making their children weak. Rather, they only give a little nudge in the right direction, sometimes nudging harder to combat the mounting forces of evil.

Numinous

I have always liked he "purify the world through it's destruction" cults.  The main problem with this is that many campaign settings aren't as "corrupt" as the real world.  I very much like the ideas of limiting divine magic, but is the arcane limited proportionately?  Sorry if it was mentioned and i missed it.

Is there anything specific that you would like help with?  If you point it out, i can try to be more useful.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Xathan

[spoiler]
QuoteDivine magic would still exist in DS, but it would be a whole hell of a lot more subtle. No more calling down a second level "flame strike" spell four times day (fire from the heavens! not once but four times a day!). No more buying a $1,000 gem and bringing your dead girlfriend back to life. No more waving your hands and re-growing someone's lost limbs. The kind of things a person with true devoted faith can do are: Repelling evil things which mean them harm, healing minor wounds and greatly helping major ones, going for long stretches without food or water, sudden bursts of stamina and strength (similar to adrenalin), simple Iron Will or grim determination, intimidating and overpowering the unfaithful, and other things which might not necessarily be supernatural (although they are), but are inspired by faith. I want to keep my players guessing; amazing-yet-natural, or completely supernatural? Evil clerics would get a few more powers, and would be able to do more outlandish things: Most notably raise the dead into un-living mockeries to fight for them, curse people with a wide variety of afflictions, and bend peoples wills/corrupt the innocent/make people do things they would not normally do. The idea is that evil gods don't care a whole lot about their followers. Evil gods simply have agendas they need fulfilled, and they use their followers to fulfill them. If giving their followers as much as power as they can helps to fulfill that agenda, they will do so. Good gods, on the other hand, have more to consider. They don't want to make their followers dependant on them; they want their followers to be able to live without divine intervention. They don't want their help to become a crutch, making their children weak. Rather, they only give a little nudge in the right direction, sometimes nudging harder to combat the mounting forces of evil.

I love this, and it actually makes sense. I've always hated the way divine magic was handled in DnD: it cheapens it, IMO, and makes it less...well, less divine. The big question has to be, what changes are you going to make to divine magic mechanically, and how will you keep it from weakening them too much?

Another thing: how flashy is arcane magic going to be? will wizards still be tossing about fireballs and such, or will it be made more subtle?

I love the idea of  Bletsian. Making her a woman was a stroke of genius. I'm interested in how this will effect the roles of women in your world? After all, if a woman founded the primary world religion, they can hardly be inferior. I could see women having a greater role in society, especially in the clergy. Oh, and the phrase "super-jesus" made me happy in my soul. :)

I like the Outsider, has a psuedo-lovecraftian feel to it. Very, very nifty: I want to know more about the outsider and its' cults.





AnIndex of My Work

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[/spoiler]

Velox

A fresh harvest of input! Outstanding!

[quote Natural 20] I have always liked the "purify the world through it's destruction" cults. The main problem with this is that many campaign settings aren't as "corrupt" as the real world.[/quote]I very much like the ideas of limiting divine magic, but is the arcane limited proportionately?[/quote]The big question has to be, what changes are you going to make to divine magic mechanically, and how will you keep it from weakening them too much?[/quote]The focus would be prayer, symbology, sacrafice, and faith. You have to pray for what you want, it really helps to have an object that represents the strength of your god, your god is more responsive if you offer up some sacrafice, and you have to truly beleive in it for it to have effect (on that note; is it the god that offers the power? or is it the individual? Is one really drawing from the divine, or is your conscious will, your sheer beleif shaping the outcome? Is it unlocking secrets of the mind, releasing hidden potential?). Pray for what you want; you have to ask to receive. A preist kneels in front on an altar before battle, a platoon of soldiers behind him, and begs for protection on this mission of justice - the soldiers come home wounded, but all alive. A faithful wanderer whispers prayers over the bed of a sick child; his pay was no more than a bowl of watery stew and a bed for the night, his service no more than his faith and knowledge - the little girl recovers where others have died. Shaping your needs into words, into a plea to your god, is almost an art, and is part of the divine ordeal. A symbol will be the focus for some of the abilities, notably protection. Bloodsucking ambulatory cadaver got you cornered? Be you a man of faith? Then fear not! Presenting your holy symbol and ordering the unholy thing to leave you be is all it take. While your symbol stand between you and it, you will suffer no harm. Potent and simple, the light fighting the dark. More evil followers will offer up carnal sacrafices to the gods, particularly ones that require the pain or death of others. The good will offer up sacrafices like fasting, self-inflicted wounds, and pilgrimages (maybe the occasional object burnt in sacrafice). Evil gods want pleasure and power, to see all bow before them, and to see the opposition crawl. Good gods want to see their followers better themselves in their name, to prove their loyalty to the light, to be an example to those around them, to redeem the wicked, and to carry their message to every corner of the earth.

The mechanics, however... abilites I suppose. How often they could be used? I'm not sure... as often as the gods think you need them, I guess. What are the effects? Sublte but important changes/boosts, and some passive abilites; a substantial but short boost to an attribute, an insight into a dilemma, courage in the face of adversity, endurance beyond the limits of normal men, and of course the ability to heal the wounded and sick. All of these abilites would have to have limits, though. Even though you can endure the heat of the desert and the lack of water, you will eventually dehydrate and die, just not as quick as most. You can be granted the courage needed, the strength needed, or the knowledge needed, but what you do with it is ultimately up to you. The ability to heal the sick would be limited to who you heal, the amount of need, and the holiness of the healer. A wandering paladin who spends as much time hacking through the servants of darkness, knee deep in the blood of the unrighteous as he does reading the scripture and helping the downtrodden will find his healing abilites lacking when compared to say, a preist who spends most of his time investigating the cause of disease, helping to improve the sanitation of local communities, and caring for orphaned children. It may seem unreasonable to limit the healing abilites of the man who spends his time fighting unholy monsters, though. But somehow, it just seems right. Why, do you guys think? Would a little girls skinned knee be healed? How about a drunken brawler who caught a knife in a barfight? A falsely accused criminal who faced a firing squad? How about a mercenary who has fought for the good and the bad? Would his wounds be healed depending on who he was fighting for that week? I definately don't want people to be able to rely upon diving healing, in fact I want many people to doubt it, to beleive in modern medicine. Divine power should be something rare and wonderful, subtle yet potent. The players are going to experience a life that the "civilzed, modern" folk wouldn't beleive; powerful Aether effects, divine intervention... magic isn't accepted in the modern world, but it's real.

I did mention that Bletsian rejects darkstone... maybe that's why many soldiers can't rely on being patched up good as new at the end of a battle.[/spoiler]

[quote Xathan]I love the idea of Bletsian. Making her a woman was a stroke of genius. I'm interested in how this will effect the roles of women in your world? After all, if a woman founded the primary world religion, they can hardly be inferior. I could see women having a greater role in society, especially in the clergy. Oh, and the phrase "super-jesus" made me happy in my soul.[/quote] Glad to hear you like! Somehow, the choice was natural. When I was thinking up Darkstone, I wanted to include religion, and I wanted to include something similar to old christianity. I saw a long hallway, lined with knights sworn to the divine cause, and at the end of the hallway a great door made of ivory and gold. The door opens and there's the Blessed Lady, backlit and pure white, her face covered from the eyes up by a hood. People usually respond better to a mother figure, often feeling more sympathy and safety than with a father figure. A male god in the game would be too much of an authority figure, and in DS authority figures are painted as being bad things (hence the big evil Republic and the heroic sky pirates). So I went with a lady who wanted to care for the entire world like a mother. As far as the role of women in society... it wouldn't seem different on the surface, but there would be a greater respect for women than in the 19th century. They could vote and hold just about any job a man could, but they are still generally thought of as physically weak and kept from soldiering; this is mainly because they're the child-bearers, and it's only natural to want to keep them from harm. Women would play the primary role in the clergy, all the way up to the position of "Blessed Lady" (pseudo-pope). Bletsian embraced both genders as being equal, but female clerics are more common than the male variety, simply because of a gender bias in the religion; most of the faithful see the role of cleric as being a womans role, as it was when the first cleric, Bletsian, walked the earth. I'm also considering changing the terminology; maybe call them Servitors instead of clerics, or something else that makes them sound like everyones servant. Perhaps a not-entirely-necessary change, but with the rules being different, perhaps the title should be different, too. Priest? Not shepard... Bletsian didn't view people as sheep but rather as... people. Any ideas?

Velox

Regions/Affiliations

Wertz: Former super-power, destroyed by a terrible accident, now a chem-wasteland sparsely populated by scavengers (Germany). The Empire of Wertz formed from many smaller baronies and kingdoms, united by one great aspiration; they believed a united Wertz could conquer the world. During the Great War, Wertzan armies rolled over less-advanced nations, using great flying machines (some of the first skyships), cybernetically rebuilding fallen veterans, and scourging battlefields with chemical weapons. A catastrophic accident (some say an act of sabatoge) occured at the great facilities where they processed their chemical weapons; caustic pollutants saturated and tainted nearly the entire country. No plants grow, no potable water can be found, the very air burns the lungs. Anyone who still lives in Wertz lives in sealed fortifications and only ventures out in environmental gear to salvage the corpse of a technological super-power. The dream of a united Wertz died, and the world was spared the nightmare of being conquered by madmen.

Martel: Ruled by a small privaleged aristocracy, populated mosty by a half-orc laborers, universities filled with rebellious students. This is a country where the poor are destitute and the rich are decadent. The individual is worth nothing, the company is worth more, and money is worth everything. The company dictates every policy and action under the motivation of aquiring more money. With the patents to Logic Engines and basic automation secured, Marten mechanical companies devote little money to research, do not buy many new patents, and simply produce what creates profit. More so, they actively seek to crush any opposition, any attempt to cut into their profits or to undermine their business. Cheap labor produces robotic servants of the privaleged. These robotic legions are what keep the order and maintain the status quo in Martel. (Quasi-France).

United Kingdoms: Comprised of Great Avalon, Anglesey, Caledonia, and the island of Tirland (Meath). The foremost world power, a techno-industrial powerhouse, and a strong imperialist nation. Nationalized economy.

Moscuvian Empire: A vast and frozen nation of warriors. The military is life, conquering is survival, and revolution is government. What they lack in everything else they make up for in many thousands of able-bodied survivors, hunters, and soldiers. Crude socialist government.(Russia)

Republican Battista:* The united lands of Gemedet, Iron City, and Kings Valley. A Republic governing body, controlling the northern portion of Battista. Loose collection of farms and frontiers. (USA)

Confederated States: Includes Richmond, Lazona, and the Outback territories; rag-tag army formed to rebel against Republic control of Battista. Desperate idealistic independants. (CSA)

Venetia: All of the land east of Martel; comprised of hundreds of small independent city states,  collectively (though loosely) governed by the Republic. Recognized control of majority of eastern ports; strong economic power. One-hundred different governments; essentially one big anarchist state. (Italy)

Shapier: Rolling dunes, golden sands, dark shadows. Hereditary government; ruled by a "Sultan" who is in control until death, upon which time the oldest son takes the palace. Currenlty, the Republic is occupying Shapier and blockading her harbors; under the pretense of suspicion of aiding southern Battistan rebels. Old and sucessful monarchy. (Arabia)

Gihran: Vast savannahs and deep, dark jungle. Dozens of native tribes inhabit the savannah. The jungle is filled with horrible and monstrous animals. Darkstone mining prospects have attracted Republic attention. Dozens of tribes, balance of power shifts rapidly in times of war and balances evenly in times of peace.(Africa)

Nagrenis: Ruins of a once-great long-forgotten empire. Volcanic mountains blast the landscape, swampy half-submerged jungles fill the valleys, consuming the ruins. Carvings found in the ancient ruins suggest that this is the home of the Taurian and the Steinaurian. More Taurian tribes exsist here than anywhere else, and many Steinaurian also make home here; although neither are hardly as friendly as the nomadic variant. (Central/South America) I wanted to make the ruins sort of a Mayan thing, with some interesting un-expected elements, too. Something to suggest that the people who used to live in Nagrenis had more than just accurate calenders...

Caraka/The Carakan Islands: Many small fertile islands surround the coasts of Nagrenis, attracting wealthy entrepreneurs to build farms and colonies; pirates are attracted to raiding these places, and stealing the wealth that flows out of them. This is known as the Carakan sea, and is a lucrative and dangerous place. (The Carribean)

Rakeri: A distant land ruled by a child emporer. Feudalistic but peaceful, this beautiful land of dreamers, philosphers, and honorable warriors is under seige by orcish hordes. The Republic offers weapons and soldiers, but in exchange for tithe and fealty. The people cry for help, and a young emporer is torn between his devotion to his people's needs and his fear of Rakeri loosing her most precious resource; culture. (Japan?)

Sky Pirates: Free to roam; the only place you can call home is High Hopes, the city in the sky.

*Battista doesn't sound great for America-land/Austraila-land... I need something better, something that says "Frontier" and "New World" and "Backwater"...

Numinous

Yay for sky pirates and yay for real-world inspiration.  I always like fantasy countries modelled on Italy...  Think you could elaborate on Venetia?
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Velox

[quote Xathan]How flashy is arcane magic going to be? will wizards still be tossing about fireballs and such, or will it be made more subtle?[/quote]I always like fantasy countries modelled on Italy... Think you could elaborate on Venetia?[/quote]Yay for sky pirates[/quote]
See? Everyone loves sky pirates. Who remembers "Tail Spin"?

Velox

[quote Xathan]I like the Outsider, has a psuedo-lovecraftian feel to it. Very, very nifty: I want to know more about the outsider and its' cults.[/quote]...were all made by an alien race who wanted to destroy and conquer the earth (in a sort of galactic chess game). They rolled them off of assembly lines where steel and flesh were combined to make anything that would scare the crap out of humans. They would tap into a persons mind, draw upon their worst nightmares, and use that to design a new monster. The truly alien, the mind-shreddingly impossible, the horrifically inhuman, and the horribly demonic would be terms I'd use to describe the progeny of the Outsider.[/spoiler]

More about the Outsider when I dig up my notes and kick-start the evil part of my brain...

...but overall, I wanted the Outsider to be a distant and forgotten threat, relatively meaningless in the face of modern foes like questionable governments and draconic tyrants. The cults would be terrible twisted things, bringing horror and pain wherever they are found; however, their masters would be (for all intents and purposes) gone.

Velox

Updated Regions section

Velox

The Elven Tragedy

Homeland

Across vast seas, huge spans of water that primitive man would not dare to cross, there lay the land of Tadjinar, literally translated "the place of greatness".

"Tadjinar was a place full of wonders, the kind of wonders that only nature brings; wonders unmatched anywhere else. Her forests were lush; greater than the jungles of Nagrenis. Her trees were tall; taller than the Life-Trees of Fricana. Her canyons were deep; deeper than Lazona Canyon in Battista. Her mountains were tall; taller than the highest peak in the Lonely Place. Her waters were blue; more blue than a sapphire. But now she is dead, her body defiled, and her holy places are filthy with her enemies"
-Crystan Til'uhan, Elven Bard

The elves claim that Tadjinar was always there; when the world was made, so was Tadjinar, just as it is. While the rest of the world formed, it formed in humble replication of Tadjinar, each spirt of the land trying to embody the aspect of Tadjinar it most admired. They themselves say that the elven race was made by the spirit of Tadjinar, for no purpose other than to protect it and admire it's beauty. They say it was a time before man and dwarf and beast, when nothing claimed the earth but the spirits. The elf was also such a spirit, but was also as the tree (elves claim that trees were the first living things). Tangible and alive, consuming nutrient to live, and living for as long as one could grow. They did grow, but not in size as a tree does; they grew within their minds. Soon the lesser races (a term used only used by elves) claimed lands, and the spirits fled from the noisy beasts (up to this point, elves communed with the spirits with thought and song; language was a creation of the dwarf).

The Outsider brought the plague, and the Fey revealed themselves to man (man being a term for all natural races like man and dwarf, and fey being the elves and their more elusive kin). The fey found man interesting and new, man finding the fey wonderful to behold and wise. Language, ideas, and alliances were exchanged. Together they fought the Outsider and won. After the Deliverance (the modern term for the alleged "banishment" of this supposed "Outsider"), the fey went home to rebuild. They had found many insurrections at home, their kin being no less vulnerable to the wiles of the Outsider. The Fey loathe to take life, especially the life of their kin, so they offered forgiveness and help to their twisted brethren. The Outsider was no more, and his followers were without master; the horrible changes he brought to them, however, remained. The mutated followers secretly begged for their masters return, but to no avail. Soon all turned to their brethren, and accepted their offer. Despite the compassion of the fey-folk, they naturally abhor the unnatural and the ugly. No elf would turn away his brother if in need, even if that brother were an abomination, but the damage had been done, and no elf could look upon the changed the same way again. None of the Twisted nor their children would be allowed to ascend to the High Council, and would never be offered the opportunity to learn the Art of wielding the Aether. This lead to fear, confusion, and anger. The stain of the Outsider would never truly be washed away. Some of the young tried to call upon the outsider once again; if caught, they suffered terrible punishments at the hands of their elders. Even if they escaped notice, their efforts were in vain, as no-thing answered their cries to the void. For thousands of years, the elf were separated by the scar the Outsider had left. For thousands of  years, there was a sort of uneasy silence between the two groups.

"The greatest hatred, like the greatest virtue, is silent." -Jean Paul Richter

Talos, the Hellwyrm

Dragons, these days, were few. Before the Outsider came, they were many and fearsome, but were also arrogant and powerful and sought to best the Outsider in combat. Many of the weaker dragons hid in the crevices of the earth, and under rocks, and deep oceans, but the greatest and most arrogant fought. First the righteous and good, then the indifferent and selfish, and then the wicked and evil, all manner of great wyrms and dragon fought the alien gods, few were victorius. Not all who felt the warping claws of the Outsider fell, though. Some came close to death, but remained; terribly alive, and changed into twisted abominations. One such creature was the Great Red Wyrm "Talos", the most powerful being to ever come from Tadjinar. Not a humble or kind thing, Talos was boastful and careless, and the elves only let him live through their endless appreciation for all things. He was bullied and intimidated by the high wizards of Tadjinar into behaving, and when the Outsider came to Tadjinar, Talos fought beside them. He was thought to be slain by one of the greater servants of the Outsider "Dahmum", having been crushed and thrown into the fiery bowels of his own mountain home. Many many years later, however, he rose again. Evidence suggests that a cult of Dahmum had formed in the area around Talos Mountain; perhaps their prayers awoke the wyrm, but it is doubtful that anyone will ever know why or how Talos returned at the time he did.

Talos had become something new and horrible. His body and mind had changed, warped by the very essence of the hate and tyranny that Dahmum embodied. Mutated and insane, the enraged monster wreaked a horrible vengeance upon the elven people, slaughtering innocents by the thousands, scourging and warping the very land he walked upon. At the time, many thought that the Outsider had returned, such was his power and his destruction.

Even worse than the wrath of the Hellwyrm was the betrayal, however.

The Elven Civil War

(I need a better term for this conflict; like the Blood War, or the War of the Dragon)

It took days for the Elven High Council to act. Their Archmagi, mere shadows of their former power after the Deliverance, set to destroy the abomination. A great ritual was to take place, in the holiest of citadels, that would return Talos to the underworld, and free him from his curse of madness. It would not be an easy task, nor would it be swift, and so the greatest warriors from Tadjinar, the Blade Singers were prepared to buy that time with their own blood. Their efforts, however, would be in vain. Many died fighting Talos, but the most important battle, the ritual, was tragically lost. Talos could not personally claim victory for the death of the high magi, but his machinations brought the downfall of Tadjinar.

Every community the Hellwyrm ravaged, some would be left alive. Those who followed the Outsider, those who gathered under the moon and shouted prayers to the dark gods of the void were spared. For every fey who would pray to the dark gods, silent in the void, prayers unheard, Talos offered his power in return for their faith. He was a power on earth, with millennia of experience, the knowledge of his former allies the Elven Archmagi, and the insane genius of a draconic aberration. The Twisted (and their children) flocked to the call of the Hellwyrm, swore their fealty to him with blood, and celebrated their time of vengeance. The Archmagi were murdered by their servants, killed before the ritual could be completed. The bladesingers and warriors of Tadjinar fell by the thousands, and after evacuating as many as possible, eventually gave up a hopeless war. They fled and they hid, in the wild places of Tadjinar, and to distant lands. For years, they would fight against the Dragon Tyrant and his Dark Elf servants, but to this day Tadjinar is ruled by Talos, and populated with his damned followers.

Tadjinar Today

Talos' land has become ugly and unnatural, obsidian spires curling out of the ground, all living things wilting, animals becoming hard and feral. The once great cities of the Elf are now in ruin, burned by the vengeful Dark Elves. They have rebuilt their own citidels, their numbers being much smaller than the former population of Tadjinar; the home of the elves lies mostly uninhabited, ghost town after ghost town. The elves who were not killed in the war, but did not escape the Hellwyrm were enslaved, and sent to the blighted isle of Turan, where they slave away for their dark masters. A people who normally could live for millennia now rarely survive a decade of hard work in the Hellwyrms slave pits. Horrible as he is, and depraved as his servants are, he and his are mighty. Tadjinar is rich in every resource, and the crafts of the magi still remain in arcane vaults. The knowledge of the Archmagi, chronicling everything, is in his possession. He has brought many into his fold; the mercenary man, the savage orc, the sea-devil, all depraved cultures who appreciate the rule of Talos. Elves are few in human lands, and fewer in human politics; How the Republic will deal with Talos is unknown, but many senators are willing to negotiate with the feared and hated Hellwyrm, rather than face his wrath. They offer technology, manpower, and diplomacy, he offers rare and precious minerals, ancient treasures, and sacred knowledge. Many are they who cry that dealings with Talos will only end in misery, but few are they who can offer a solution.