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Dungeons & Dra.. Homebrew Campaigns The Residuum Must Flow (A Points of Light Setting)
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5 years ago  ::  Jul 10, 2008 - 7:18PM #71
clark411
Date Joined: Jun 19, 2008
Posts: 36

bfishy wrote:

this is the raddest campaign idea yet! i'm lovin' all this work guys...i'm actually thinking of taking this campaign world and fast-forwarding it a few hundred years...maybe 1000...why? well, i was thinking of what would happen to a world such as this when all the lodestones and laylines began to dwindle...when the precious resource that fuels so many societies and economies becomes more and more scarce...

in it's present sense or in the future sense there is A WEALTH of ideas to be had from this alone. great great great job.


That certainly works too =D

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5 years ago  ::  Jul 10, 2008 - 9:32PM #72
clark411
Date Joined: Jun 19, 2008
Posts: 36

bfishy wrote:

this is the raddest campaign idea yet! i'm lovin' all this work guys...i'm actually thinking of taking this campaign world and fast-forwarding it a few hundred years...maybe 1000...why? well, i was thinking of what would happen to a world such as this when all the lodestones and laylines began to dwindle...when the precious resource that fuels so many societies and economies becomes more and more scarce...

in it's present sense or in the future sense there is A WEALTH of ideas to be had from this alone. great great great job.


Allow me to give a smidgen excerpt from my wiki in regards to leylines... if you're going with the dwindling of leylines and are looking for some potential consequences.


Leylines
Between the surface and the underdark flow channels of raw magical energy known as leylines. Where these leylines originate, and what their destinations are, is beyond the ken of any living scholar. No surface culture known to Solanthis has delved beneath the surface and met success in attempting to find a leyline in a location sufficiently distant from a lodestone so as to prevent the "crossing effect," but despite this, numerous civilizations are aware of the existence of leylines. Students of history suggest that the origins of this knowledge comes from precursor civilizations whose ruins now lie across the face of the continent. Stories of the leylines are present in songs which are part of the oral traditions of Solanthis as well.

As there are many different cultures aware of the leylines, there are also many interpretations of their meaning. Here is a sampling:


1. The leylines are the Warp of the Gyre Loom. The Gyre Loom (or the Loom of Fate) is composed of two components, the Warp and the Weft. The stars, as the swirling time defining sparks of the sky, are the temporal aspect of Fate that flows through the pattern, or Warp, of the leylines. Without the Warp, the Weft is simply Time Changing, and without the Weft, the Warp is simply Timeless Pattern.

(Those not familiar with looms- the warp threads are the threads through which the weft threads are run. The warp is spun fiber, the weft is yarn. Together they form a pattern.)

2. The leylines are the manifestation of the natural power of the world--they are literally the vessels through which its blood runs.

3. The leylines are the endlessly churning flow of soul-energy between the world and the soul wells of Urd which feed the world. The world's cycle of life and death are fulfilled through the transmission of this soul-energy, as the very world itself blooms with life from the very same soil to which the dead return.

4. The leylines are the Demonweb, an eternal trap of temptation set long ago by corrupted queen to catch those who would delve and peer down for power. Also see Heretical Thought.

5. The leylines are great sigils which trap Sheol, the primordial nothingness or antithesis, deep within the world.

6. The leylines are the natural eddites of magical energy that flow within the world adhering to the same overarching rules which cause weather patterns.

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5 years ago  ::  Jul 10, 2008 - 9:51PM #73
TheKraken
Date Joined: May 12, 2006
Posts: 20
Hey guys,
I am starting my first campaign in this setting too and I was hoping you could give me some feedback on the background I have constructed, and hopefully lend ideas on adventure design for my 1st level group. Thus far the group consists of:
Gnome Wizard
Halfling Rogue
Human Paladin
Half-Elf Warlock

Background

The possible location of a new lodestone has been discovered, however it is fraught with complications. Primarily, it is located deep inside the rainforests and jungles of Ithril, a “dark territory” which man has not dared in centuries.
Word of this discovery has not travelled far. The possibility emerged in the dissertation research of Tristan Valthrain, the eldest son of a lesser Noble house. A student of University Athrus, Tristan was conducting seemingly mundane astrological research when he noticed that particular arrangements of stellar bodies may coincide with high concentrations of Residuum producing lodestone ores. The prestige, and funding, that would result from another powerful tool in narrowing the scope of lodestone discovery would be overpowering. However, Tristan and his research documents have disappeared, as if he gathered them and left his holding in haste. Tristan’s mentor, a fatherly old scholar of advanced years, is desperate to find his students whereabouts.

Unknown to man, a dark culture of Yuan-Ti faithful to Zehir lie in wait at the heart of the jungle. These conniving serpents have spies dispersed throughout Oriana, as well as corrupt operatives at many levels of Imperial society. They have learned of the immense value or Residuum and have long known the lodestones lie in the depths of their soil. Included in their covert operatives are turncoats among the Church of the Imperial Pantheon, as well as key faculty at Colleges and members of certain Arcane Orders. These corrupt men seek easy paths to greater power, taunted with the prospect of an untouched supply of Residuum. The Yuan-Ti have their own twisted motives and hope to exploit the addiction to power while learning to harness the potential of the silvery dust.

_____________________________________________________________

I am still fleshing out the background. I was hoping to draw the PCs into the campaign slowly. Perhaps the paladin is brought into the fray because a corrupt operative at the Church hopes to use this individual to monitor the groups activities. For the Warlock and the Wizard, they could be members of the University, tasked with discovering Tristan's location and research. I am not sure about the rogue. I was thinking that he could be a relative or employee of two halflings who operate an exploratory vessel under contract from Barony.

I could also use more complicated dealings. I am hoping this campaign will last most of the heroic tier, where the group might uncover evidence of a greater conspiracy with world shaking, society changing implications. Think of the core mythology of the X-Files, which I am using as my inspiration. Thanks in advance!

If anyone wants to see more of our version of this wonderful setting, please go to http://www.richmondrollerz.info.
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5 years ago  ::  Jul 12, 2008 - 1:22AM #74
bfishy
Date Joined: Mar 4, 2008
Posts: 251
excellent!

another question...say i plan on moving my players into this world in its contemporary form...any suggestions on how to transition smoothly from a module such as KotS into the greater world of the residuum? where would it lie geographically? what tweaks might you recommend story/fluff-wise to KotS that would allow for a nice segway into a larger story arc in and around solanthis? any plans for maps or even a rough outline of major locations?
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5 years ago  ::  Jul 12, 2008 - 5:13AM #75
clark411
Date Joined: Jun 19, 2008
Posts: 36

bfishy wrote:

excellent!

another question...say i plan on moving my players into this world in its contemporary form...any suggestions on how to transition smoothly from a module such as KotS into the greater world of the residuum? where would it lie geographically? what tweaks might you recommend story/fluff-wise to KotS that would allow for a nice segway into a larger story arc in and around solanthis? any plans for maps or even a rough outline of major locations?


The Keep on the Shadowfell could be located on the edge of any of the major holdings of the Noble Houses. Since the Great Houses care about production above all other things, they'd have no problems leaving an abandoned ruin untouched and infested with monsters. The setting implies that the wilderness between holds is replete with lost cities and ancient buildings which were abandoned long ago and reclaimed by the wilderness, other kingdoms, and of course, nasty things.

The biggest tweak I'd recommend would be in the Blue Slime room. There's a note there suggesting a hook into H2, the Thunderspire module. Just alter that to make a contact into whatever organization (or subdivision, or dark cult, etc) in the setting that you'd like to be the heroic tier antagonists for your group.

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5 years ago  ::  Jul 12, 2008 - 12:51PM #76
doublereedkurt
Date Joined: Aug 23, 2005
Posts: 20
Just wanted to say: clark411, you are a genius and I'll definitely be reading anything else you put on the wiki or this thread.
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5 years ago  ::  Jul 12, 2008 - 3:36PM #77
bfishy
Date Joined: Mar 4, 2008
Posts: 251
and what of tieflings?

is their history similar to the PoL setting? the descendants of a great human empire that struck a bargain with infernal powers? or are they part of that kingdom still? their lands in direct competition with those of solanthis for the residuum? while the PC tiefling is a refuge/exile/escapee from their tryannical society?
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5 years ago  ::  Jul 13, 2008 - 12:19PM #78
Leowulf
Date Joined: Aug 18, 2007
Posts: 321
Silverdust Addiction and the Tieflings

an abstract

by Karol deMarco, Universitat Arcanum, House Edelgros

Silverdust addiction is as well known as the arcane properties of the substance. Just as residuum warps reality according to the will of its user, it has also been known to affect both body and mind of long-term users.

(c.f. Skysickness and Residuum Addiction in Barony, Universitat Arcanum, 397 RY)

The emergence of the Tieflings is a relatively recent phenomenon. How they emerged in three separate locations with no interim contact, is a mystery not easily solved. This missive proposes a solution to this mystery.

The findings of my research must be verified. The potential consequences may affect residuum-using peoples everywhere. A grant for further study of this issue is of paramount importance. The residuum must flow.
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5 years ago  ::  Jul 14, 2008 - 8:52PM #79
clark411
Date Joined: Jun 19, 2008
Posts: 36

bfishy wrote:

and what of tieflings?

is their history similar to the PoL setting? the descendants of a great human empire that struck a bargain with infernal powers? or are they part of that kingdom still? their lands in direct competition with those of solanthis for the residuum? while the PC tiefling is a refuge/exile/escapee from their tryannical society?


I had chalked them up to having Bael Turath still- one of the many ruined, ancient civilizations that has left ruins across region.

I don't know how to multiquote correctly so I'll just respond to Leowulf here too... I like the idea of residuum addiction. I guess it isn't enough perhaps that the society is addicted to it; may as well reflect it in some individuals too. I was considering having the residuum use of rituals be ingestion. Making every ritualist a potential addict certainly could have an impact on the tone of the setting.

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5 years ago  ::  Jul 14, 2008 - 9:09PM #80
clark411
Date Joined: Jun 19, 2008
Posts: 36
Big Update Time. Thanks to those who have read the wiki lately... this probably won't be news to you though. =)

Instead of going into any sort of solid detail on the potentially vast histories of each house, I instead elected to just give a bit of flavor in the form of a bit of prophesy song.

The Houses of the Empire
House Resentis, The Imperial Family

"A thousand sorrows to you, Resentis.
Rising as though braced by pinions,
Yours shall know loss and gain
Forever fanned by blood, bathed in fire,
Revealed, retaught, redressed,
In pain."


Current Residence: The Imperial Capital of Solanthis

Coat of Arms: A golden outline of a lion’s face, set upon a red background.

Notable Characters: Emperor Fedarik Resentis III, Empress Salerin Resentis-Gadris, Princess Nenial

Alliances: The Imperial Throne has an alliance with Barony, Meridia, The Ironhelms, and Vesulathi.

Rivalries: Veldrgeist maintains a claim of the Sun Throne despite their relocation to Veld over a century ago.


House Solant, First Dynasty of the Sun Throne

"Caught on a crown that yours shall not keep,
Seven your siblings, golden the sap,
Down grind the world-bones, Solant.
The opus of kine, the truth of the sage,
How dare you claim the sun from your cage?"


Current Residence: The First Holding, Erath

Coat of Arms: A sun above an open book, set upon a white background.

Notable Characters:
Lord Heiran Solant, Lady Amagha Solant, Heir-Lord Heiron II, Heir-Lady Gradise

Rivalries
Long standing antagonism by House Deuteros has, on more than one occasion, brought calls from Solant for an open war.


House Brenstroke, Second Dynasty of the Sun Throne

Never crack high walls of Esty,
Be a bastion, a salvation, a prison of stone.
Still shines the sun, still lofts the moon,
And bloodied fingers to carve their rents
Across the gray, until only mists remain.


Current Residence: The Second Holding, Esty

Coat of Arms: A white curtain wall set upon a green background.


House Deuteros

"Mark how even the fair cheek of Deuteros
Turns from the cruel sand winds.
Where is your cloak, where is your veil?
What silver threads weave in your
Black tongued tale?
Where is your guile, what is your guise?
What deep in the nightsands
Swallows your lies?"


Noble Title: The House of Iron and Sand

Current Residence: The Third Holding, Barronor

Coat of Arms: An iron sword thrust up through the sand by a pale hand, set upon a blue background.

Key Characters:
Duke Agamemnos Deuteros
Duchess Rin Deuteros-Gadris
Kator Deuteros, the Duke's son
Eris Flawn, Speaker of the Faith


The Ironhelms, Dwarven Clan of Cloudcleft Mountain

"Let the hammers fall, said your grandsires.
Let the anvils stand, said your granddames.
Let the forges burn hot, said your sires.
Let the bellows blow cold, said your dames.
And all said naught of the things they made,
And Harad-Halas holds still."


Current Domain: The Fourth Holding, Harad-Halas

Coat of Arms: A helmet with a four-pointed visor, set upon a gray background.


House Veldrgeist, Third Dynasty of the Sun Throne

The silent fane of memory, Veld,
Sat upon a lonely hill.
The wind passed it by, as did time,
And rains washed it,
And the sun touched it,
And after all was said and done,
it was still a lonely hill.[/i]

Current Residence: The Fifth Holding, Veld

Coat of Arms: A sun with one protruding downwardly protruding point that touches a green hill, set upon a blue background,


House Meroch, House of Deep Winter

Blind Meroch sat by the fire,
Telling stories of colder days,
While his family seemed silently listening,
And as the hall brought a guttering draft,
He threw them in as kindling.


Noble Title: The House of Deep Winter

Current Residence: The Sixth Holding, Nevermorn

Coat of Arms: A black, lifeless tree on a white background


House Jorudrim

Waves batter,
Winds howl,
Timbers groan,
Sails strain,
Ropes hold,
Ships float,
Moving westerly,
Like corpses.


House Title: House of the Basalt Cliffs

Current Residence: The Seventh Holding, Seahold

Coat of Arms: Blue waves on a yellow background.


House Edelgros

We have heard of your sorrows in Tharmas.
The long march home through the Trollmeres of Esty.
We know of your glories in the campaigns and how
You earned your title with your loyalty and bravery.
Edelgros, may the world know of you when it knows no other.
May the world know you as the last flesh is flayed,
As the last sodden patch is seared by flames.
No words may damn you.
Be praised. Be praised.


House Title: House of the Empty Chalice

Current Residence: The Eighth Holding, Gralt

Coat of Arms: A golden chalice on a blue background.


(Incomplete Stubs)
House Milast, House of the Wolf that Whispers
Current Residence: The Ninth Holding, Fellfen
Coat of Arms: Three red wolves on a black background

House Arad, House of the Glass Paradise
Current Residence: Meridia
Coat of Arms: A golden gear on a white background.

House Barony, House of the Heron Above the Hills
Current Residence: Barony
Coat of Arms: A white heron on a blue background.

Vesulathi of the Eladrin
Current Residence: The Glimmerdowns of the Feywild
Coat of Arms: A silver, curved symbol that resembles a blossoming oak, set upon a dark blue background.


A Primer on Border Communities
(This was made as adventures often start or involve such areas)

Prior to the discovery of lodestones, cities were formed out of a natural progression dependent upon a few key factors: Water, relative safety and distance from hostile wildlife, and central locations that encouraged trade. Townships and villages were usually as old, or older, than most cities, and cities were almost never built with a purposeful intention, but rather just came into being as population density swung in their favor, and as the economics of the region favored their existence.

With the discovery of lodestones however, came the Holdings--purposefully designed and constructed city-strongholds that sit atop precious materials. Holdings take decades to complete and, given their distance from the Solanthian Province, are always situated in wilderness regions. From these central hubs, farmlands are established through a methodical approach of deforestation and village construction.

Border communities are typically fortified with tall wooden walls that rival the size and design of pre-Imperial redoubts. Farmlands are typically portioned out from points along the walls of a farming community, fanning out in the degrees of a circle. Early settlers may own fifty acres of land, five of which nearly touch the walls of the farming town, while late settlers must usually walk as many as five miles each day to reach their farms. If an observer were to look down upon the ideal farming community from a great height, it would resemble a wheel as many as 10 miles across. Rarely are conditions so ideal however, as these communities appear near sources of fresh water and other criteria that originally allowed the formation of pre-Imperial cities. The patterns of easily accessible arable lands also tend to limit these circular patterns, but always, farmlands extend from the relative safety of walled communities, and the walled communities always extend from the Holdings.

Border communities are designed as they are not only as a consequence of the potential dangers of the wilderness, but also because of the economic and political circumstances of the Holdings. Due to the population growth of miners, military enforcement, nobles, and representatives from all walks of the Solanthian Province, the population density of the Holdings is often higher than the region would normally support. Farming communities bear this burden, but also gain a clear benefit from the great demands for agricultural produce and raw materials. Lesser nobles and savvy merchants are often referred to as Iron or Wood Barons as they lay claim to resource rich claims on the fringes of Holdings, and create almost separate governmental bodies which the Great House of any particular Holding would rather secretly acknowledge and interact with for their own benefit, rather than consider a threat or nuisance and stamp out, with much economic and administrative strain as a consequence.

Border communities also have to deal with a very simple, and very real fact: the Great Houses usually will not or cannot intervene effectively on the outlands of their territory. Excluding prohibitive geographics, the ideal pattern for expansion of a Holding is circular, and the greatest resources of that circle are central (the residuum deposits). Excluding prohibitive embargoes or an excess of residuum production, the Noble House of any given territory will attempt to maximize its profits by giving priority to the protection of its center, and providing only what law enforcement is necessary to ensure that grains, produce, and other necessary materials reach the capital, and that uncovered brigand's dens (read: those who interfere with/steal aforementioned materials) are routed out as quickly as possible. Even if a report of an eminent threat were to arrive by chance, say a passing skyship spotting a roving gnollish band on an open field, a Great House is not likely to deploy its limited military forces to the most extreme border communities for their protection. As such, border communities are left to their own devices, usually training a small militia force, and establishing their own permanent defenses (as mentioned earlier, wooden walls and palisades).

Law enforcement and protection in border communities tends to come in a few forms:

Sheriffs: Typically assigned to an entire Holding's borderlands, sheriffs have the power to arrest, detain, and transport criminals to court. Very often, sheriffs appoint deputy members to help in his duties; such appointments are usually done out of necessity--sheriffs know that the Great Houses will rarely act upon threats to the common folk with expediency, and often round up fighters to help capture or kill outlaw bands.

The iconic sheriff is a mounted citizen, typically armed with a weapon denoting the station of protector (usually a mace or warhammer; a mounted swordsman is more often associated with nobility), bearing the embroidered crest of office upon his tunic's left breast (a shield with scales upon it), or as a large insignia on a brown tabard worn over armor. The ideal sheriff is a scholar and a warrior, grim in the face of his duty, but willing. Merciful to those who surrender to authority, but uncompromising and unrelenting in the face of opposition or deceit.

Warrior Guilds: Collections of sellswords whose income allows them to spend their days training and honing their skills, warrior guilds are usually small bands of fighting men and women who can act as a deterrant through their presense. The Great Houses have been known to use worthy warrior guilds as auxillary forces in times of need, and stories of successful warrior guilds cause a general ire amongst lesser nobles, who often find their chances for ascension limited, their victories less personal, when sellswords can claim a portion of the credit without being able to claim title or prestige within the court. Sheriffs rarely interact with warrior guilds, sometimes considering them little more than protection rackets who would be driven away--if they weren't often more than a match for a band of deputies.

Low Courts and Militia: Technically, the villages have no right to prosecute suspected criminals or those considered guilty of some crime or another within the community, but this rarely stops the formation of "low courts" that try and punish local miscreants. Often communities must wait weeks for the arrival of a sheriff, and detaining and feeding a criminal seems a punishment to the community itself. Also, those long weeks are large windows in which a community can, in the words of many a villager, "handle their own affairs." When sheriffs come across such trials, they tend to break them up, and when they see a person in a stockade, they often release them only to then detain them and gather information regarding the individual's crimes. Ultimately though, the low courts are something that the true courts turn a blind eye towards, as they relieve the number of petty cases to be dealt with, and more often then not, the lower courts reach similar verdicts to what the true courts would anyway. The greatest real threat of the low courts occurs when distant communities develop odd, dangerous, or heretical superstitions which can lead to witch burnings and the like. Although the Church has taken great strides to keep such information private, travelers have, on occasion, come across border communities that had been destroyed entirely from within, burnt to the ground.
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