Twixt Iceland and Dragonrise

From: John Hughes <nysalor_at_...>
Date: Sat, 22 Mar 2003 13:02:15 +1100


Ian speculates about campaigning after the end of the world (the first one):
>AFAIK, II sceanrio plans for the Sartar Rising campaign

> will not cover major events occurring in Esrolia in this period (or
> elsewhere outside Sartar) so they are ideal areas for narrators to
> send their players and have a relatively free hand.

Personal speculations only.

The Far Place is forwarned of Fimbulwinter, and goes into Yelmalio-Survivor mode, coping moderately well, making things even worse for the remaining Orlanthi/Elmali clans and Righteous Wind rebels clustered primarily about Alone. The Sun Dome is resurgent. The Bigger Wind, still mysterious, begins its reign of terror. Harvar's relationship with Tarsh deteriates, to the advantage of his direct Lunar ties. Rumours begin of his planned ascent to deity.

In the aftermath of Fimbulwinter, Sartarite clans will make survival raids for food into the Far Place, Tarsh and even Esrolia. Lunars will effectively cordon off the cities with their holding camp ghettoes of new converts, dependent on the long, heavily guarded grain trains that snake slowly down the king's highway.

There will be the greatest cattle raid in history, into Tarsh and into the godplane. (Time to dust off those copies of the Tain).

Sartarite survivors will compete for resources, with almost universal feuding. New gods and forgotten subcults will reassert themselves. Darkness survival myths (Thunder Brothers, Vinga, Elmal) will become of prime importance, and desperate heroquests based on half-forgotten myths will be essential in helping your clan survive. This may be one of the main reasons for the birth of new forms of experimental hroquest - utter desperation.

Cultic speculation on the death of Orlanth, or the Calm before The Storm, will mean that some clans enter into new 'Arming of Orlanth' rituals, further depleting scarce clan resources. Answers to the question, 'what do you feed your god?' produce some bizzare and horrifying events.

A new colour and a new form of chaos descends from the uplands.

The first lightning steads are sighted in the desolute highlands. Who are their mysterious denizens, are they friend or foe? and how might they be contacted?

A plague of dream dragons watch and hunt the transformed landscape. Rumours of the dragons' return may lead hero bands to the ancient ruins of the Youth, and to the rebirth of a cult of Orlanth Dragonfriend.

An Arkati prophet converts a clan, and prepares a way for His return, to end and rebuild the world.

Pavis will be crowded out with Sartarite refugees (for fourth time in 20 years) and become an even more unstable hotbed of intrigue and treachery. The Lunar settler influx will make for some strange new alliances. Rebel bands, both Pavic, Kallyri, Sartarite and nomad, will be fighting their own wars of unity/difference, and making serious mischief for the settled communities. (That's where my mob are campaigning, at least once I stop working weekends again. We fight the Lunars, and possibly skirmish against Grey Dogs :)). The Kallyr/Goldbreath-Sun County alliance is tested, and assumes a new, central importance. There are powers stirring in the Old City - Bo Rosen's Pavis article in Moon Rites was a bottler, and a good lead-in to this.

Come the Hurricane.

John

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