(no subject)
May. 13th, 2014 01:19 pmCharacter(s): 4 - 6
Mission Duration: Three to four weeks.
Mission Difficulty: ★★★★ & 1/2
Mission Type: Exploration / Intelligence & Recon
Projected Plot Impact: Seeking volunteers to discover Malicant's possible origins.
Proposed Worldbuilding Changes: Introducing the land of Akranon, a vast desert teeming with secrets, and two new races, the Scurris and the Viili.
DOSSIER
Even ancient and unknowable evils have an origin somewhere. Gods might spring fully-formed, but demons are a little trickier to pin down. Evandau is looking for volunteers to discover exactly where their enemy comes from, to find all the long-lost myths and legends surrounding Malicant. The Alderwood Emperor has the recon intelligence from the land in the sky, home of the former Ironwood Emperor. Now...he needs more. Anything at all, in his desperation to keep from being defeated. Akranon is a place the Emperor himself has never visited, and there's evidence that Malicant has his origins there.
The desert itself is approximately the size and breadth of the Sahara on Earth, with similar plant and animal life. Rainfall is an incredibly rare thing here, and water is scarce. World turtles can't exactly thrive in this environment, as a result. Minor oasis dot the landscape, but they're few and far between. The main center of living is the Curra Oasis.
Akranon is populated by two distinct races of people: the Scurris and the Viili. The former are humanoid, short and stocky, with thick, scale-like skin. Lizard people, basically. They are a relatively young race, scrambling for purchase and survival in an inhospitable land. They aren't exactly a warlike people, more like scavengers and survival experts. When they came to the Curra Oasis, they didn't conquer it; they simply moved in, and slowly took over. This caused some seething friction with the Viili. But Viili aren't exactly capable of holding land...
The Viili aren't humanoid. They're beings of energy, held together by sheer force of will. They are not shape shifters, but they will gather bits and pieces of physical matter around them to hold a body shape. It's not uncommon to see a tumbleweed in the desert randomly change direction, and then begin to walk on crumbling branches and spines, or a dune of sand undulating without a wind to stir it. Viili are, as a result, a fairly peaceful people, but resent the encroaching Scurris. Each race does not trust the other, they hold no meaningful talks, they don't engage in significant trade. But they occupy the same spaces, so friction is inevitable. But how does a being of energy start a war...?
Places Of Interest:
Curra Oasis - Current land of the Scurris, and their small but thriving tent city. There's a market, open for trade, and the food is what can be scrounged.
Truul Oasis - Approximately twenty-five miles from Curra, Truul is a place that the Scurris avoid, with whispers of hauntings, dark energies, and magic. Truul is in fact significantly larger, but no Scurris will live there. Viili, on the other hand, linger around the place, driven here out of desperation, and an almost instinctive need. Could these rumors be true? Is the place haunted? And if so, by what? And why are the waters so dark...?
The Ruins - Located outside the Truul Oasis, the ruins are what's left of a significant temple, which descends deep into the ground. A twisting maze of stone, like the architecture of a pyramid, lies below. What's at the center of the temple's depths? Could this be Malicant's place of origin?
Players will be given several options in this plot line, from exploration of the oases and ruins, to talking to the Scurris and the Viili to gather more information. Magic users and baseline humans alike have plenty to do in this setting, which will require lots of in-character preparation and knowledge of desert survival skills. (There's no heavy transport, after all. You walk or you don't go.)
OUTCOME
Depending on the player's actions, this setting and plot has the chance to significantly change the course of the game's direction; discovering Malicant's origins could open up the key to destroying him. The eventual end of this plot requires coordination and discussion with the mods.
Mission Duration: Three to four weeks.
Mission Difficulty: ★★★★ & 1/2
Mission Type: Exploration / Intelligence & Recon
Projected Plot Impact: Seeking volunteers to discover Malicant's possible origins.
Proposed Worldbuilding Changes: Introducing the land of Akranon, a vast desert teeming with secrets, and two new races, the Scurris and the Viili.
DOSSIER
Even ancient and unknowable evils have an origin somewhere. Gods might spring fully-formed, but demons are a little trickier to pin down. Evandau is looking for volunteers to discover exactly where their enemy comes from, to find all the long-lost myths and legends surrounding Malicant. The Alderwood Emperor has the recon intelligence from the land in the sky, home of the former Ironwood Emperor. Now...he needs more. Anything at all, in his desperation to keep from being defeated. Akranon is a place the Emperor himself has never visited, and there's evidence that Malicant has his origins there.
The desert itself is approximately the size and breadth of the Sahara on Earth, with similar plant and animal life. Rainfall is an incredibly rare thing here, and water is scarce. World turtles can't exactly thrive in this environment, as a result. Minor oasis dot the landscape, but they're few and far between. The main center of living is the Curra Oasis.
Akranon is populated by two distinct races of people: the Scurris and the Viili. The former are humanoid, short and stocky, with thick, scale-like skin. Lizard people, basically. They are a relatively young race, scrambling for purchase and survival in an inhospitable land. They aren't exactly a warlike people, more like scavengers and survival experts. When they came to the Curra Oasis, they didn't conquer it; they simply moved in, and slowly took over. This caused some seething friction with the Viili. But Viili aren't exactly capable of holding land...
The Viili aren't humanoid. They're beings of energy, held together by sheer force of will. They are not shape shifters, but they will gather bits and pieces of physical matter around them to hold a body shape. It's not uncommon to see a tumbleweed in the desert randomly change direction, and then begin to walk on crumbling branches and spines, or a dune of sand undulating without a wind to stir it. Viili are, as a result, a fairly peaceful people, but resent the encroaching Scurris. Each race does not trust the other, they hold no meaningful talks, they don't engage in significant trade. But they occupy the same spaces, so friction is inevitable. But how does a being of energy start a war...?
Places Of Interest:
Curra Oasis - Current land of the Scurris, and their small but thriving tent city. There's a market, open for trade, and the food is what can be scrounged.
Truul Oasis - Approximately twenty-five miles from Curra, Truul is a place that the Scurris avoid, with whispers of hauntings, dark energies, and magic. Truul is in fact significantly larger, but no Scurris will live there. Viili, on the other hand, linger around the place, driven here out of desperation, and an almost instinctive need. Could these rumors be true? Is the place haunted? And if so, by what? And why are the waters so dark...?
The Ruins - Located outside the Truul Oasis, the ruins are what's left of a significant temple, which descends deep into the ground. A twisting maze of stone, like the architecture of a pyramid, lies below. What's at the center of the temple's depths? Could this be Malicant's place of origin?
Players will be given several options in this plot line, from exploration of the oases and ruins, to talking to the Scurris and the Viili to gather more information. Magic users and baseline humans alike have plenty to do in this setting, which will require lots of in-character preparation and knowledge of desert survival skills. (There's no heavy transport, after all. You walk or you don't go.)
OUTCOME
Depending on the player's actions, this setting and plot has the chance to significantly change the course of the game's direction; discovering Malicant's origins could open up the key to destroying him. The eventual end of this plot requires coordination and discussion with the mods.