Re: Re: Dawn campaign?

From: Labrygon_at_...
Date: Mon, 7 Nov 2005 05:45:23 EST


I guess this thread has been answered but I just wanted to add that some of the most evocative Dawn Age stuff happens in and near Dorastor. Dorastor has the advantage that the players can make almost anything up and not worry about canon as the whole place gets desroyed.

If one were making a corny S&S movie about the period then one could start with a deep raspy throated narrator quoting the historian Meillis:

"With the end of the Great Darkness the new world awakened. The Gods and
their doings passed forever from the stage of Creation. Now to the fore came the mortal races and their sagas of blood, triumph and disaster. This was the Dawn Age, era of heroes, great discoveries, and the rise and fall of empires."

He could perhaps then elaborate about sandalled feet and what they might trample on. But I digress.

Here's what I'd do as an outline:

Heroes are missionaries of the Grand Council of Life, - explorers sent out to
"map the new world and guide the survivors out of the darkness of fear and
prejudice" - in other words, to boldly go where no man (dwarf, elf, gold wheel, troll or human) has gone before.

Starting with discovery of humans in Aggar, in 98ST - a few adventures, encountering the Skanthi, the Lakinisti, the Nine Clans and the Agorni, perhaps even Star Bear worshipping Sylilans. They could encounter Hostarn the Hunter King and Kentyl the Bandit.

Moving swiftly, Pendragon style, through 14 years, one would reach 114ST and the Heroes could turn out to be Kalasmas and his kinsmen, (Gadmus, Benks, Skal) or their friends, who, for some reason decide to explore and or settle in Dorastor, encountering elves, and whatever other native beings reside in the peaceful wilderness. This whole exploration thing could actually start around 100 ST and cover 14 years until the settlements are established. Presume Kalasmus didn't get on too well with all his kin which is why they all settled different ends of Dorastor.

There could be some sort of quest to wake up the goddess of the land, culminating in the discovery of the Cleft of Dorasta, 137 S.T, and later the wooing of Vyrope and the trip to Thunder Mountain to recover Ironbreaker.

Excellent adventure fodder.

Keith

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